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This page lists all perks in Fallout 4. |
General information[]
Perks are tied to SPECIAL stats, and not levels. Having specific high special stats means having good related perks. There are 70 perks, and each perk has a set of ranks. These total 275 different iterations of ranks.
Weapon perks are an integral part of the combat system, as they modify the base damage of the weapon, before modifiers from weapon modifications are applied. For example, a .44 pistol with a hardened receiver and no perks will deal 60 damage, but with a maxed-out gunslinger it will deal a whooping 120 damage per shot.
Perk categories[]
Fallout 4 does not categorize perks automatically, so we've provided the following breakdown to help in understanding them and building a character. If perks fit in multiple categories, they are listed in each.
Weapon proficiencies[]
Perks in this category replace weapon skills and affect the player's ability to fight using weapons. When maxed, they provide a +100% damage bonus and special effects.
- Iron Fist (ST 1): Unarmed regular attacks can disarm opponents, power attacks allow for crippling limbs, VATS attacks paralyze opponents.
- Big Leagues (ST 2): Melee weapon regular attacks can disarm opponents, hit all targets in front of the player, and have a chance to cripple or outright kill the enemy.
- Heavy Gunner (ST 5): Heavy weapons gain improved hip-fire accuracy and chance to stagger opponents.
- Rifleman (PE 2): Non-automatic rifles ignore up to 30% of a target's armor and can cripple limbs.
- Demolition Expert (PE 5): Unlocks explosives crafting, increases effect area, improves damage dealt by explosives when shot in VATS.
- Nuclear Physicist (IN 9): Increases damage with radiation weapons, fusion core duration, and enables ejecting fusion cores from armor as improvised explosives.
- Gunslinger (AG 1): Pistols can disarm opponents.
- Commando (AG 2): Automatic weapons gain increased hip-fire accuracy and stagger opponents.
Combat perks[]
Perks providing general combat bonuses.
- Steady Aim (ST 7): Improves hip-fire accuracy.
- Basher (ST 8): Improves weapon bash damage and attacks get a chance to cripple target limbs.
- Awareness (PE 3): Show's target's damage resistances in VATS.
- Sniper (PE 8): Improves breath and scope control, +25% chance to hit heads in VATS, enables scoped rifles to knock opponents down.
- Penetrator (PE 9): Allows attacking enemy parts obscured by cover in VATS.
- Concentrated Fire (PE 10): Confers a bonus to accuracy and damage when attacking the same location multiple times in VATS.
- Lady Killer / Black Widow (CH 2): Increases damage taken by the opposite sex and makes them easier to persuade and pacify using Intimidate.
- Lone Wanderer (CH 3): Increases damage, carry weight, and reduces damage taken when without companions.
- Action Boy / Action Girl (AG 5): Increases AP regeneration.
- Quick Hands (AG 8): Reduces reload times and eliminates AP cost in VATS.
- Blitz (AG 9): Increases melee attack range and grants a damage bonus proportional to the distance traveled.
- Gun-Fu (AG 10): Increases damage dealt to second, third, and inflicts an automatic critical hit on the fourth target in VATS.
- Bloody Mess (LK 3): Up to +15% damage in combat, enemies may explode and at max level, chain explosions.
- Mysterious Stranger (LK 4): Enables the Mysterious Stranger and instant kills in VATS.
- Better Criticals (LK 6): Improves critical damage up to 250%.
- Critical Banker (LK 7): Allows for storing critical hits.
- Grim Reaper's Sprint (LK 8): Kills in VATS may restore AP and refill critical meter.
- Four Leaf Clover (LK 9): Melee attacks in VATS can fill the critical meter on hit.
Defensive perks[]
General defensive and survival perks.
- Rooted (ST 9): Improves damage resistance, damage with melee and unarmed weapons, and allows for disarming enemies if the player remains still.
- Refractor (PE 7): Up to +50 damage resistance against energy weapons.
- Toughness (EN 1): Up to +50 damage resistance against normal attacks.
- Life Giver (EN 3): Up to +60 hit points and enables health regeneration.
- Rad Resistant (EN 6): Up to +30 radiation resistance.
- Adamantium Skeleton (EN 7): Reduces damage taken by limbs.
- Ghoulish (EN 9): Radiation regenerates health and feral ghouls randomly become friendly.
- Solar Powered (EN 10): +2 Strength and Endurance between 6 AM and 6 PM. Sunlight removes radiation and regenerates health.
- Lone Wanderer (CH 3): Increases damage, carry weight, and reduces damage taken when without companions.
- Nerd Rage! (IN 10): When below 20% health, confers up to +40 damage resistance, +40% damage dealt, and killing opponents restores lost health.
- Moving Target (AG 6): Up to +50 damage and energy resistance while sprinting; reduces sprinting costs.
- Ricochet (AG 10): Enemy attacks can ricochet and instantly kill the attacker.
Crafting abilities[]
Perks in this category unlock abilities to craft weapon mods or settlement elements.
- Armorer (ST 3): Unlocks armor modifications.
- Blacksmith (ST 4): Unlocks melee weapon modifications.
- Demolition Expert (PE 5): Unlocks explosives crafting, increases effect area and damage dealt by explosives when shot in VATS.
- Local Leader (CH 6): Enables supply lines, store, and workstation crafting.
- Gun Nut (IN 3): Unlocks firearm modifications.
- Scrapper (IN 5): Enables salvaging uncommon and rare components.
- Science! (IN 6): Unlocks high-tech modifications (energy weapons, recon scopes, etc.)
Stealth perks[]
These perks modify the chance of sneaking and stealing from other characters.
- Pickpocket (PE 1): Increases chance to steal items (up to +100%), allows for planting explosives and steal equipped items.
- Aquaboy / Aquagirl (EN 5): Immunity to radiation damage, infinite air, and ability to disappear through diving while in water.
- Sneak (AG 3): Decreases detection chance, prevents traps and mines from exploding, running no longer affects stealth.
- Mister Sandman (AG 4): Ability to kill sleeping characters, increases sneak attack damage with silenced weapons.
- Ninja (AG 7): Improves ranged and melee sneak attack damage (up to 3.5x and 10x respectively).
Companion and non-player character perks[]
These perks affect the player's ability to deal with non-player characters, creatures, robots and companions.
- Cap Collector (CH 1): Improves store prices and allows for investing in them.
- Lady Killer / Black Widow (CH 2): Increases damage taken by the opposite sex and makes them easier to persuade and pacify using Intimidate.
- Attack Dog (CH 4): Unlocks Dogmeat's ability to immobile enemies, potentially crippling limbs and causing bleeding.
- Animal Friend (CH 5): Enables pacifying animals and issuing commands to them.
- Inspirational (CH 8): Increases companion damage, damage resistance, carry capacity, and eliminates friendly fire from them.
- Wasteland Whisperer (CH 9): Enables pacifying non-animal creatures in the wasteland and issuing commands to them.
- Intimidation (CH 10): Enables pacifying humans and issuing commands to them.
- Robotics Expert (IN 8): Allows for hacking robots.
Power armor perks[]
These perks apply while the player is in power armor.
- Pain Train (ST 10): Allows the player to damage and stagger enemies by sprinting into them and increases damage caused on landing.
- Nuclear Physicist (IN 9): Increases damage with radiation weapons, fusion core duration, and enables ejecting fusion cores from armor as improvised explosives.
Attribute bonuses[]
- Night Person (PE 6): +3 Intelligence and night vision while sneaking between 6 PM and 6 AM.
- Solar Powered (EN 10): +2 Strength and Endurance between 6 AM and 6 PM. Sunlight removes radiation and regenerates health.
- Party Boy / Party Girl (CH 7): Improves alcohol effects, reduces addiction chance, and provides +3 to Luck when under the influence.
Consumable perks[]
These perks increase the effectiveness of consumables in various ways.
- Lead Belly (EN 2): Reduces radiation intake from eating and drinking.
- Chem Resistant (EN 4): Reduces chem addiction chance.
- Party Boy / Party Girl (CH 7): Improves alcohol effects, reduces addiction chance, and provides +3 to Luck when under the influence.
- Medic (IN 2): Improves effectiveness and speed of stimpaks and RadAway.
- Chemist (IN 7): Increases chem duration.
Utility perks[]
General use perks that don't fit in any other category.
- Strong Back (ST 6): Increases carry capacity and unlocks the ability to run and fast travel while overencumbered.
- Locksmith (PE 4): Enables picking difficult locks and prevents bobby pin breakage.
- Aquaboy / Aquagirl (EN 5): Immunity to radiation damage, infinite air, and ability to disappear through diving while in water.
- Cannibal (EN 8): Allows for eating humanoid corpses to restore hit points.
- Lone Wanderer (CH 3): Increases damage, carry weight, and reduces damage taken when without companions.
- V.A.N.S (IN 1): Displays the path to the next objective in VATS.
- Hacker (IN 4): Enables hacking of higher difficulty terminals and prevents lockout.
- Fortune Finder (LK 1): Increases the amount caps found in containers, enables spontaneous cap-bustion.
- Scrounger (LK 2): Increases the amount of ammunition found in containers.
- Idiot Savant (LK 5): Randomly provides experience bonuses (up to 5x for regular actions, may randomly trigger 3x kill experience rewards).
General perks[]
Strength[]
Name | Attribute req. | Rank | Level req. | Effect | Base ID |
---|---|---|---|---|---|
Iron Fist | Strength 1 | 1 | 1 | 20% more damage with unarmed attacks | 0001dafe |
2 | 9 | 40% more damage with unarmed attacks; gain a chance to disarm opponents with unarmed attacks | 0001daff | ||
3 | 18 | 60% more damage with unarmed attacks; unarmed power attacks have a chance to cripple one of your opponent's limbs | 0001db00 | ||
4 | 31 | 80% more unarmed damage; unarmed power attacks have an increased chance to cripple one of your opponents limbs. | 00065e42 | ||
5 | 46 | Unarmed attacks do twice as much damage; critical hits in V.A.T.S. will paralyze your opponent. | 00065e43 | ||
Big Leagues | Strength 2 | 1 | 1 | 20% more damage with melee weapons | 0004a0b5 |
2 | 7 | 40% more damage with melee weapons; gain a chance to disarm opponents with melee attacks | 000e36fc | ||
3 | 15 | 60% more damage with melee weapons; gain an increased chance to disarm opponents with melee attacks | 000e36fd | ||
4 | 27 | 80% more damage with melee weapons; melee attacks hit all opponents in front of you | 000e36fe | ||
5 | 42 | Melee attacks do twice as much damage; gain a chance to cripple your opponent or knock their head clean off. | 00065e05 | ||
Armorer | Strength 3 | 1 | 1 | Gain access to base and Rank 1 armor modifications | 0004b254 |
2 | 13 | Gain access to Rank 2 armor modifications | 0004b255 | ||
3 | 25 | Gain access to Rank 3 armor modifications | 0004b256 | ||
4 | 39 | Gain access to Rank 4 armor modifications | 001797ea | ||
Blacksmith | Strength 4 | 1 | 1 | Gain access to base and Rank 1 melee weapon modifications | 0004b253 |
2 | 13 | Gain access to Rank 2 melee weapon modifications | 0004b26a | ||
3 | 25 | Gain access to Rank 3 melee weapon modifications | 000264d8 | ||
Heavy Gunner | Strength 5 | 1 | 1 | 20% more damage with heavy guns | 0004a0d6 |
2 | 11 | 40% more damage with heavy guns; hip-fire accuracy is improved | 0004a0d7 | ||
3 | 21 | 60% more damage with heavy guns; hip-fire accuracy is improved even more | 0004a0d8 | ||
4 | 35 | 80% more damage with heavy guns; attacks with heavy guns have a chance to stagger opponents | 00065e2a | ||
5 | 47 | Heavy guns do twice as much damage | 00065e2b | ||
Strong Back | Strength 6 | 1 | 1 | Can carry an extra 25 pounds of gear | 0004b24e |
2 | 10 | Can carry an extra 50 pounds of gear | 00065e5b | ||
3 | 20 | You can use action points to run, even when overencumbered | 00065e5c | ||
4 | 30 | You can fast travel even when overencumbered | 001d2489 | ||
Steady Aim | Strength 7 | 1 | 1 | Hip-fire accuracy increases for all guns | 001d2487 |
2 | 28 | Hip-fire accuracy increases for all guns even more | 001d2488 | ||
Basher | Strength 8 | 1 | 1 | Gun bashing does an extra 25% more damage | 00065df9 |
2 | 5 | Gun bashing does an extra 50% more damage and has a chance to cripple an opponent's limb | 00065dfa | ||
3 | 14 | Gun bashing does an extra 75% more damage and has an increased chance to cripple and opponent's limb | 00065dfb | ||
4 | 26 | Gun bashing does double damage and has an even more increased chance to cripple an opponent's limb | 00065dfc | ||
Rooted | Strength 9 | 1 | 1 | +25 Damage resistance and 25% more damage with melee and unarmed weapons when standing still | 001d247f |
2 | 22 | +50 Damage resistance and 50% more damage with melee and unarmed weapons when standing still | 001d2480 | ||
3 | 43 | When standing still, you have a chance to automatically disarm enemies who attack with a melee weapon | 001d2482 | ||
Pain Train | Strength 10 | 1 | 1 | Sprinting into enemies while wearing power armor damages and staggers them | 0004d89b |
2 | 24 | Sprinting into enemies while wearing power armor does even more damage and causes a more powerful stagger | 00065e3c | ||
3 | 50 | Sprinting into enemies while wearing power armor causes massive damage and knocks them down; impact landing causes even more damage | 00065e3d |
Perception[]
Name | Rank | Attribute req. | Level req. | Effect | Base ID |
---|---|---|---|---|---|
Pickpocket | Perception 1 | 1 | 1 | Picking pockets is 25% easier | 0004d88a |
2 | 6 | Picking pockets is 50% easier; you can also plant a grenade into a person's inventory | 000e3702 | ||
3 | 17 | Picking pockets is 75% easier; you can steal equipped weapons out of a person's inventory | 000e3703 | ||
4 | 30 | Picking pockets is twice as easy; you can steal equipped items out of a person's inventory | 001d248f | ||
Rifleman | Perception 2 | 1 | 1 | 20% more damage with non-automatic rifles | 0004a0b6 |
2 | 9 | 40% more damage with non-automatic rifles; ignore 15% of a target's armor | 0004a0b7 | ||
3 | 18 | 60% more damage with non-automatic rifles; ignore 20% of a target's armor | 0004a0b8 | ||
4 | 31 | 80% more damage with non-automatic rifles; ignore 25% of a target's armor; gain a slight chance to cripple an opponent's limb | 0006fa20 | ||
5 | 46 | Non-automatic rifles do twice as much damage; ignore 30% of a target's armor; gain a higher chance to cripple a opponent's limb | 00065e52 | ||
Awareness | Perception 3 | 1 | 1 | Ability to view a target's specific damage resistances in V.A.T.S. | 000d2287 |
Locksmith | Perception 4 | 1 | 1 | Able to pick Advanced locks | 000523ff |
2 | 7 | Able to pick Expert locks | 00052400 | ||
3 | 18 | Able to pick Master locks | 00052401 | ||
4 | 41 | Bobby pins never break when picking a lock | 001d246a | ||
Demolition Expert | Perception 5 | 1 | 1 | 25% more damage with explosives; able to craft explosives at any chemistry station | 0004c923 |
2 | 10 | 50% more damage with explosives; grenades gain a throwing arc | 0004c924 | ||
3 | 22 | 75% more damage with explosives; explosives effect a larger area | 0004c925 | ||
4 | 34 | Explosives do twice as much damage; grenades and mines shot in V.A.T.S. explode for double damage | 00065e13 | ||
Night Person | Perception 6 | 1 | 1 | +2 Intelligence between 6:00 PM and 6:00 AM | 0004c93b |
2 | 25 | +3 Intelligence between 6:00 PM and 6:00 AM; gain night vision while sneaking | 001d2495 | ||
Refractor | Perception 7 | 1 | 1 | +10 Energy resistance | 000ca99d |
2 | 11 | +20 Energy resistance | 000ca99e | ||
3 | 21 | +30 Energy resistance | 000ca99f | ||
4 | 35 | +40 Energy resistance | 00065e4b | ||
5 | 42 | +50 Energy resistance | 00065e4c | ||
Sniper | Perception 8 | 1 | 1 | Improved control and longer breath while aiming down sights | 0004c92a |
2 | 13 | Non-automatic, scoped rifles have a chance to knock down opponents | 0004c92b | ||
3 | 26 | Non-automatic scoped rifles gain a 25% bonus to the accuracy of headshots in V.A.T.S. | 0004c92c | ||
Penetrator | Perception 9 | 1 | 1 | With a decrease in accuracy, use V.A.T.S. to target enemy body parts that are behind cover | 00024aff |
2 | 28 | With no penalty to accuracy, use V.A.T.S. to target enemy body parts that are behind cover | 001d2477 | ||
Concentrated Fire | Perception 10 | 1 | 1 | While in V.A.T.S. every attack on the same body part gains a 10% bonus to accuracy | 0004d890 |
2 | 26 | While in V.A.T.S. every attack on the same body part gains a 15% bonus to accuracy | 001d2459 | ||
3 | 50 | While in V.A.T.S. every attack on the same body part gains a 20% bonus to accuracy and 20% bonus to damage | 001d245a |
Endurance[]
Name | Rank | Attribute req. | Level req. | Effect | Base ID |
---|---|---|---|---|---|
Toughness | Endurance 1 | 1 | 1 | +10 Damage resistance | 0004a0ab |
2 | 9 | +20 Damage resistance | 0004a0ae | ||
3 | 18 | +30 Damage resistance | 0004a0af | ||
4 | 31 | +40 Damage resistance | 00065e5d | ||
5 | 46 | +50 Damage resistance | 00065e5e | ||
Lead Belly | Endurance 2 | 1 | 1 | Take less radiation damage from eating and drinking | 0004a0b9 |
2 | 6 | Take even less radiation damage from eating and drinking | 00024b00 | ||
3 | 17 | Take no radiation damage from eating and drinking | 00024b01 | ||
Life Giver | Endurance 3 | 1 | 1 | +20 maximum hit points permanently | 0004a0cf |
2 | 8 | +20 more hit points permanently | 001d2465 | ||
3 | 20 | +20 more hit points permanently; lost health slowly regenerates over time | 001d2467 | ||
Chem Resistant | Endurance 4 | 1 | 1 | 50% less likely to become addicted when consuming chems | 0004a0d5 |
2 | 22 | Become completely immune to chem addiction | 00065e0c | ||
Aquaboy / Aquagirl | Endurance 5 | 1 | 1 | No radiation damage from swimming; ability to breath underwater | 000e36f9 (Aquaboy) 00000000 (Aquagirl) |
2 | 21 | Become undetectable when fully submerged underwater | 001d248d (Aquaboy) 00000000 (Aquagirl) | ||
Rad Resistant | Endurance 6 | 1 | 1 | +10 Radiation resistance | 001d2479 |
2 | 13 | +20 Radiation resistance | 001d247a | ||
3 | 26 | +30 Radiation resistance | 001d247b | ||
Adamantium Skeleton | Endurance 7 | 1 | 1 | Reduced limb damage taken by 30% | 0004c92d |
2 | 13 | Reduced limb damage taken by 60% | 00024afd | ||
3 | 26 | Limbs cannot be damaged at all | 00024afe | ||
Cannibal | Endurance 8 | 1 | 1 | Eating human corpses restores lost hit points | 0004b259 |
2 | 19 | Eating ghoul or super mutant corpses restores lost hit points | 001d1a62 | ||
3 | 38 | Eating human, ghoul, and super mutant corpses restores significantly more lost hit points | 001d1a63 | ||
Ghoulish | Endurance 9 | 1 | 1 | Radiation restores lost hit points | 0004d89e |
2 | 24 | Radiation restores even more lost hit points | 00065e22 | ||
3 | 48 | Radiation restores even more lost hit points that before; some feral ghouls with randomly become friendly | 00065e23 | ||
Solar Powered | Endurance 10 | 1 | 1 | +2 Strength and Endurance between 6:00 AM and 6:00 PM | 0004d8a7 |
2 | 27 | Sunlight slowly reduces accumulated radiation damage | 001d2484 | ||
3 | 50 | Sunlight slowly restores hit points | 001d2485 |
Charisma[]
Name | Rank | Attribute req. | Level req. | Effect | Base ID |
---|---|---|---|---|---|
Cap Collector | Charisma 1 | 1 | 1 | Buying and selling prices at vendors are better | 001d2456 |
2 | 20 | Buying and selling prices at vendors are much better | 000d75e2 | ||
3 | 42 | Ability to invest up to 500 caps to raise a store's buying capacity | 001d2457 | ||
Lady Killer / Black Widow | Charisma 2 | 1 | 1 | Women/Men take 5% more damage and are easier to persuade in dialogue | 0004a0d4 (Lady Killer) 00019aa3 (Black Widow) |
2 | 7 | Women/Men take 10% more damage, are even easier to persuade in dialogue, and are also easier to pacify using the Intimidation perk. | 00065e33 (Lady Killer) 00065e31 (Black Widow) | ||
3 | 16 | Women/Men take 15% more damage, are much easier to persuade in dialogue, and are even easier to pacify using the Intimidation perk. | 00065e34 (Lady Killer) 00065e32 (Black Widow) | ||
Lone Wanderer | Charisma 3 | 1 | 1 | When without companions, take 15% less damage and increase carry weight by 50 | 001d246b |
2 | 17 | When without companions, take 30% less damage and increase carry weight by 100 | 001d246d | ||
3 | 40 | When without companions, all attacks deal 25% more damage | 001d246e | ||
Attack Dog | Charisma 4 | 1 | 1 | You dog can hold onto an enemy, making it easier to hit them in V.A.T.S. | 0004b26d |
2 | 9 | Your dog has a chance to cripple the limb of the enemy he is holding | 001d244d | ||
3 | 25 | Your dog has a chance to cause bleeding damage to the enemy he is holding | 001d244e | ||
Animal Friend | Charisma 5 | 1 | 1 | Aim at any animal below your level to have a chance to pacify it | 0001e67f |
2 | 12 | After successfully pacifying an animal, you can incite it to attack for you | 0004a0d9 | ||
3 | 28 | After successfully pacifying an animal, you can give it specific commands | 001d2450 | ||
Local Leader | Charisma 6 | 1 | 1 | Able to establish supply lines between workshop settlements | 0004d88d |
2 | 14 | Able to build stores and workstations at workshop settlements | 001d2468 | ||
Party Boy / Party Girl | Charisma 7 | 1 | 1 | There is no chance to become addicted to alcohol | 0004d887 (Party Boy) 0004d888 (Party Girl) |
2 | 15 | The effects of alcohol are doubled | 001d2473 (Party Boy) 001d2475 (Party Girl) | ||
3 | 37 | +3 Luck while under the influence of alcohol | 001d2474 (Party Boy) 001d2476 (Party Girl) | ||
Inspirational | Charisma 8 | 1 | 1 | Companions do more damage in combat and cannot hurt you | 001d2461 |
2 | 19 | Companions resist more damage in combat and cannot be hurt by you | 001d2462 | ||
3 | 43 | Companions can carry more items | 001d2463 | ||
Wasteland Whisperer | Charisma 9 | 1 | 1 | Aim at any wasteland creature to have a chance to pacify it | 001d248a |
2 | 21 | After successfully pacifying a wasteland creature, you can incite it to fight for you | 001d248b | ||
3 | 49 | After successfully pacifying a wasteland creature, you can give it specific commands | 001d248c | ||
Intimidation | Charisma 10 | 1 | 1 | Aim at any human below your level to have a chance to pacify it. | 001d02b5 |
2 | 23 | After successfully pacifying a human, you can incite them to fight for you | 001d02b6 | ||
3 | 50 | After successfully pacifying a human, you can give them specific orders | 001d02b7 |
Intelligence[]
Name | Rank | Attribute req. | Level req. | Effect | Base ID |
---|---|---|---|---|---|
V.A.N.S | Intelligence 1 | 1 | 1 | The path to your closest quest objective is displayed in V.A.T.S. | 000207d1 |
Medic | Intelligence 2 | 1 | 1 | Stimpaks restore 40% of lost health; RadAway removes 40% of radiation | 0004c926 |
2 | 18 | Stimpaks restore 60% of lost health; RadAway removes 60% of radiation | 0006fa1c | ||
3 | 30 | Stimpaks restore 80% of lost health; RadAway removes 80% of radiation | 0006fa1d | ||
4 | 49 | Stimpaks restore all lost health, RadAway removes all radiation, and both work much more quickly | 00065e35 | ||
Gun Nut | Intelligence 3 | 1 | 1 | Gain access to Rank 1 gun modifications | 0004a0da |
2 | 13 | Gain access to Rank 2 gun modifications | 0004a0db | ||
3 | 25 | Gain access to Rank 3 gun modifications | 0004a0dc | ||
4 | 39 | Gain access to Rank 4 gun modifications | 0016578e | ||
Hacker | Intelligence 4 | 1 | 1 | Able to hack Advanced terminals | 00052403 |
2 | 9 | Able to hack Expert terminals | 00052404 | ||
3 | 21 | Able to hack Master terminals | 00052405 | ||
4 | 33 | Never get locked out of a terminal when hacking | 001d245d | ||
Scrapper | Intelligence 5 | 1 | 1 | Able to salvage uncommon components (like screws, aluminum and copper) when scrapping weapons and armor | 00065e65 |
2 | 23 | Able to salvage rare components (like circuitry, nuclear material and fiber optics) when scrapping weapons and armor; items with favorited components are highlighted | 001d2483 | ||
Science! | Intelligence 6 | 1 | 1 | Gain access to Rank 1 high-tech modifications | 000264d9 |
2 | 17 | Gain access to Rank 2 high-tech modifications | 000264da | ||
3 | 28 | Gain access to Rank 3 high-tech modifications | 000264db | ||
4 | 41 | Gain access to Rank 4 high-tech modificiations | 0016578f | ||
Chemist | Intelligence 7 | 1 | 1 | The effects of chems last 50% longer | 000e36ff |
2 | 16 | The effects of chems last twice as long | 000e3700 | ||
3 | 31 | The effects of chems last 150% longer | 000e3701 | ||
4 | 45 | The effects of chems last 200% longer | 001d2458 | ||
Robotics Expert | Intelligence 8 | 1 | 1 | Hack a robot and gain a chance to power it on off or on, or initiate a self-destruct | 0004d889 |
2 | 19 | Successfully hacking a robot allows you to incite it to attack | 00065e64 | ||
3 | 44 | Successfully hacking a robot allows you to give it specific commands | 001acf96 | ||
Nuclear Physicist | Intelligence 9 | 1 | 1 | Radiation weapons do 50% more damage and fusion cores last 25% longer | 001d246f |
2 | 14 | Radiation weapons do twice as much damage and fusion cores last 50% longer | 001d2470 | ||
3 | 26 | Fusion cores can be ejected from power armor like devastating grenades and fusion cores last twice as long | 001d2471 | ||
Nerd Rage! | Intelligence 10 | 1 | 1 | Time slows, you gain 20 damage resistance and do 20% more damage while below 20% health | 0004d886 |
2 | 31 | Time slows, you gain 30 damage resistance and do 30% more damage while below 20% health | 00065e37 | ||
3 | 50 | Time slows, you gain 40 damage resistance and do 40% more damage while below 20% health, and killing opponents restores some lost health | 00065e38 |
Agility[]
Name | Rank | Attribute req. | Level req. | Effect | Base ID |
---|---|---|---|---|---|
Gunslinger | Agility 1 | 1 | 1 | 20% more damage with non-automatic pistols | 0004a09f |
2 | 7 | 40% more damage with non-automatic pistols | 0004a0a9 | ||
3 | 15 | 60% more damage with non-automatic pistols | 0004a0aa | ||
4 | 27 | 80% more damage with non-automatic pistols | 0006fa1e | ||
5 | 42 | Non-automatic pistols do double damage and have a much better chance to disarm opponents | 00065e24 | ||
Commando | Agility 2 | 1 | 1 | 20% more damage with automatic weapons | 0004a0c5 |
2 | 11 | 40% more damage with automatic weapons, with improved hip-fire accuracy | 0004a0c6 | ||
3 | 21 | 60% more damage with automatic weapons, with even more improved hip-fire accuracy | 0004a0c7 | ||
4 | 35 | 80% more damage with automatic weapons and gain a chance to stagger opponents | 0006fa24 | ||
5 | 49 | Automatic weapons do twice as much damage and have a better chance of staggering opponents. | 00065e0d | ||
Sneak | Agility 3 | 1 | 1 | Become 20% more difficult to detect while sneaking | 00065e0d |
2 | 5 | Become 30% more difficult to detect while sneaking; no longer trigger floor-based traps | 000b9882 | ||
3 | 12 | Become 40% more difficult to detect while sneaking; no longer trigger enemy mines | 000b9883 | ||
4 | 23 | Become 50% more difficult to detect while sneaking; running no longer adversely affects stealth | 000b9884 | ||
5 | 38 | Engaging stealth mode causes distant enemies to lose you | 000b9881 | ||
Mister Sandman | Agility 4 | 1 | 1 | Able to automatically kill a sleeping person; silenced weapons deal 15% bonus sneak attack damage | 0004b258 |
2 | 17 | Silenced weapons deal 30% bonus sneak attack damage | 001d2490 | ||
3 | 30 | Silenced weapons deal 50% bonus sneak attack damage | 001d2491 | ||
Action Boy / Action Girl | Agility 5 | 1 | 1 | Action points regenerate 25% faster | 0004d869 (Action Boy) 0004d872 (Action Girl) |
2 | 18 | Action points regenerate 50% faster | 00065df5 (Action Boy) 00065df6 (Action Girl) | ||
Moving Target | Agility 6 | 1 | 1 | +25 Damage and Energy resistance when sprinting | 0004ddee |
2 | 24 | +50 Damage and Energy resistance when sprinting | 001d2492 | ||
3 | 44 | Sprinting cost 50% fewer action points | 001e0791 | ||
Ninja | Agility 7 | 1 | 1 | Ranged sneak attacks deal 2.5x normal damage and melee sneak attacks deal 4x normal damage | 0004d8a6 |
2 | 16 | Ranged sneak attacks deal 3x normal damage and melee sneak attacks deal 5x normal damage | 000e3704 | ||
3 | 33 | Ranged sneak attacks deal 3.5x normal damage and melee sneak attacks deal 10x normal damage | 000e3705 | ||
Quick Hands | Agility 8 | 1 | 1 | Reload all guns faster | 000221fc |
2 | 28 | Reloading in V.A.T.S. costs no action points | 001d2478 | ||
Blitz | Agility 9 | 1 | 1 | Melee attack range in V.A.T.S is significantly increased | 001d2451 |
2 | 29 | Melee attack range is V.A.T.S. is even more significantly increased, and the longer the distance traveled to attack, the more damage the attack deals. | 001d2452 | ||
Gun-Fu | Agility 10 | 1 | 1 | Deal 25% more damage to your second V.A.T.S. target and beyond | 0004d881 |
2 | 26 | Deal 50% more damage to your third V.A.T.S. target and beyond | 001d244f | ||
3 | 50 | Instantly deal a critical hit on your fourth V.A.T.S. target and beyond | 001d245c |
Luck[]
Name | Rank | Attribute req. | Level req. | Effect | Base ID |
---|---|---|---|---|---|
Fortune Finder | Luck 1 | 1 | 1 | Find more bottle caps in containers | 0004c942 |
2 | 5 | Find even more bottle caps in containers | 001acf98 | ||
3 | 25 | Find even more bottle caps in containers | 001acf99 | ||
4 | 40 | Find even more bottle caps in containers; there is also a chance for enemies to explode into a shower of caps when you will them | 00215cd4 | ||
Scrounger | Luck 2 | 1 | 1 | Find more ammunition in containers | 0004a0b0 |
2 | 7 | Find even more ammunition in containers | 001acf9a | ||
3 | 27 | Find even more ammunition in containers | 001acf9b | ||
4 | 41 | Find even more ammunition in containers | 001eb99c | ||
Bloody Mess | Luck 3 | 1 | 1 | 5% bonus to damage; opponents sometimes explode into gore | 0004a0bb |
2 | 9 | 10% bonus damage | 001d2453 | ||
3 | 31 | 15% bonus damage | 001d2454 | ||
4 | 47 | When an enemy explodes, nearby enemies may suffer the same fate. | 001f418e | ||
Mysterious Stranger | Luck 4 | 1 | 1 | The Mysterious Stranger will occasionally appear in V.A.T.S. to lend a hand, with deadly efficiency | 0004c929 |
2 | 22 | The Mysterious Stranger appears more often in V.A.T.S. | 001d2493 | ||
3 | 41 | The Mysterious Stranger appears even more often in V.A.T.S.; when he kills an enemy, there is a chance your critical meter will get filled | 001d2494 | ||
Idiot Savant | Luck 5 | 1 | 1 | Randomly receive 3x normal experience from any action; the lower your Intelligence, the greater the chance | 001d245e |
2 | 11 | Randomly receive 5x normal experience from any action; the lower your Intelligence, the greater the chance. | 001d245f | ||
3 | 34 | Randomly receiving bonus experience from any action may trigger 3x bonus experience for all kills for a short time. | 001d2460 | ||
Better Criticals | Luck 6 | 1 | 1 | Critical hits deal 50% more damage | 0004d87a |
2 | 15 | Critical hits deal twice as much damage | 00065e03 | ||
3 | 40 | Critical hits deal 2.5x as much damage | 00065e04 | ||
Critical Banker | Luck 7 | 1 | 1 | Able to save a critical hit to be used in V.A.T.S. later | 0004c91f |
2 | 17 | Able to save two critical hits to be used in V.A.T.S. later | 0004c920 | ||
3 | 43 | Able to save three critical hits to be used in V.A.T.S. later; banking a critical hit has a chance to save an additional critical hit | 0004c921 | ||
Grim Reaper's Sprint | Luck 8 | 1 | 1 | Any kill in V.A.T.S. has a 15% chance to restore all action points | 0004d8a2 |
2 | 19 | Any kill in V.A.T.S. has a 25% chance to restore all action points | 00065e3e | ||
3 | 46 | Any kill in V.A.T.S. has a 35% chance to restore all action points and refill your critical meter | 00065e3f | ||
Four Leaf Clover | Luck 9 | 1 | 1 | Each hit in V.A.T.S. has a chance to refill your critical meter | 0004d895 |
2 | 13 | Each hit in V.A.T.S. has an even better chance to refill your critical meter | 00065e20 | ||
3 | 32 | Each hit in V.A.T.S. has a very good chance of filling your critical meter | 00065e21 | ||
4 | 48 | Each hit in V.A.T.S. has an excellent chance of filling your critical meter | 001d245b | ||
Ricochet | Luck 10 | 1 | 1 | An enemy's range attack will sometimes ricochet back and instantly kill them; the lower your current health, the higher the chance | 001d247c |
2 | 29 | There is an increased chance an enemy's shot will ricochet back and kill them | 001d247d | ||
3 | 50 | When an enemy's shot ricochets back and kills them, there is a chance your critical meter get filled | 001d247e |
Other perks[]
Magazine Perks[]
Magazine perks are perks granted from finding magazines in Fallout 4. Some magazines will grant and improve a single perk, while other magazines give you different, related perks.
Magazine | Perk | Effect | Ranks |
---|---|---|---|
Astoundingly Awesome Tales | Astoundingly Awesome |
|
14 |
Grognak the Barbarian | Barbarian | Critical Hits with unarmed and melee attacks do +5% damage | 10 |
U.S. Covert Operations Manual | Covert Operations | You are more difficult to detect while sneaking. | 10 |
Guns and Bullets | Guns and Bullets | Ballistic weapons do +5% critical damage. | 10 |
Tales of a Junktown Jerky Vendor | Junktown Vendor | Get better prices when buying from vendors. | 8 |
Live & Love | Live & Love |
|
8 |
Massachusetts Surgical Journal | Massachusetts Surgery | Inflict +2% limb damage. | 9 |
Tesla Science | Tesla Science | Energy weapons inflict +5% critical damage. | 9 |
Tumblers Today | Tumblers Today | Gain a bonus to lockpicking. | 5 |
The Unstoppables | Unstoppable | Gain a +1% chance of avoiding all damage from an attack. | 5 |
Wasteland Survival Guide | Wasteland Survival |
|
9 |
Islander's Almanac |
|
||
SCAV! | SCAV! - Villainous Virtuosity | Increases speech challenge success chance. | |
SCAV! - Bladed Bravado | +25% Combat Knife and Switchblade damage. | ||
SCAV! - Pugilistic Propensities. | +10% hand to hand weapon damage | ||
SCAV! - Cautionary Crafts | +5% explosives damage. | ||
SCAV! - Motivationally Moneyless | +1 Strength & +1 Endurance if you have <= 10,000 caps.
+2 Strength & +2 Endurance if you have <= 1,000 caps. +3 Strength & +3 Endurance if you have <= 100 caps. |
Companion perks[]
Perks are unlocked by achieving 100% affinity with a given companion. Additional conditions apply for Cait, Curie, MacCready, and Nick Valentine, who require for their companion quests to be completed first.
Dogmeat has no perks associated with him.
Perk | Companion | Effect |
---|---|---|
Berserk | Strong | When below 25% health, deal 20% more melee weapon damage. |
Cloak & Dagger | Deacon | +40% Stealth Boy duration and 20% more sneak attack damage. |
Close To Metal | Nick Valentine | One extra guess and 50% faster terminal cooldown when hacking |
Combat Medic | Curie | Once per day, heal 100 hit points when your health is below 10% |
Gift Of Gab | Piper | Receive double experience points for passing speech challenges and discovering new locations. |
Isodoped | Hancock | Once 250 rads have been accumulated, critical hits occur 20% faster |
Killshot | MacCready | Headshot accuracy in V.A.T.S. is increased by 20% |
Know Your Enemy | Danse | +20% damage against feral ghouls, super mutants, and synths |
Robot Sympathy | Codsworth | +10 damage resistance against robot energy weapons |
Shield Harmonics | X6-88 | +20 energy resistance |
Trigger Rush | Cait | When below 25% health, action points regenerate much more quickly |
United We Stand | Preston Garvey | Deal 20% more damage and gain 20 damage resistance when facing three or more opponents. |
See also[]
- Fallout perks
- Fallout 2 perks
- Fallout 3 perks
- Fallout: New Vegas perks
- Fallout 76 perks
- Fallout Tactics perks
- Fallout: Brotherhood of Steel skills
- Fallout Shelter SPECIAL