The Vault - Fallout Wiki

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The Vault - Fallout Wiki
This page lists all perks in the original Fallout.
  • The content is not described in full detail on this page. For details, please see the respective articles.
  • For perks in other Fallout games, please see "Perk".
  • For an overview of Fallout content, please refer to "Portal:Fallout".

List of perks

There are 53 character perks in Fallout. For perks with multiple ranks the benefit listed should be interpreted as "per rank."

Not all perks are equal due to the way the game is structured. A quick breakdown of the usability of perks is as follows:

  • Action Boy: Universally useful. Bonus Move is good for melee characters.
  • More Criticals and Better Criticals: Good pairing in Fallout, as the top perks are only available in the end game, if at all.
  • Slayer and Sniper: Ultimate combat perks that are usually not available in normal gameplay, due to the extremely high level requirement.
  • Dodger and Toughness: Protection is good.
  • Quick Pockets: Improved access to inventory, but not as useful as the variant in Fallout 2.
  • Tag!: Can be used on Energy Weapons late in the game.
  • Bonus HtH Damage and Bonus Ranged Damage: The bonus to max damage is too low to make a noticeable effect (short of using burst weapons).
  • Lifegiver: The impact is negligible due to the level cap and limited number of experience points available
  • Pickpocket: Failing at stealing causes everyone to turn permanently hostile regardless. Save scumming is effectively mandatory for any sort of normal gameplay, rendering the perk null.
  • Silent Death and Silent Running: Sneaking is poorly implemented and the perks follow the pattern. Silent Death only affects the first attack made, while Silent Running is a convenience.
  • Smooth Talker: Diplomat characters will have a good starting intelligence.
  • Strong Back: Inventory capacity is hardly an issue, especially with a party member to use as a mule.


Perks in this category provide miscellaneous bonuses that do not fit in other categories. Awareness is among the most useful of perks.

Name Level req Other requirements Ranks Benefit
Animal Friend 9 IN 5, Outdoorsman 25% 1 Animals will not attack unless you attack first
Awareness 3 PE 5 1 Examining a target shows hit points, weapon and ammunition count
Educated 6 IN 6 3 +2 skill points at level up
Empathy 6 PE 7, IN 5 1 Reaction levels are shown when in an indepth converstaion
Faster Healing 3 EN 6 3 +1 bonus to your healing rate
Flower Child 9 EN 5 1 50% less likely to be addicted to chems, and withdrawal time is halved
Friendly Foe 6 PE 4 1 In combat characters on your team are highlighted green
Master Trader 9 CH 7, Barter 60% 1 25% discount when purchasing items from stores and traders
Mental Block 15 1 Resistance to Master's psychic attacks
Mutate! 9 1 Change one of your traits
Night Vision 3 PE 6 3 10% reduction in darkness level
Swift Learner 3 IN 4 3 +5% bonus whenever XP is earned
Strong Back 3 ST 6, EN 6 3 Carry an addition 50 lbs. of equipment


A group of useful perks, especially those increasing the frequency of attacks. Bonuses stack.

Name Level req Other requirements Ranks Benefit
Bonus HtH Damage 3 ST 6, AG 6 3 +2 points of damage for hand-to-hand and melee attacks (including Melee attacks!)
Bonus Ranged Damage 6 AG 6, LK 6 2 +2 points of damage for attacks with ranged weapons
Bonus HtH Attacks 6 AG 6 1 Hand-to-hand attacks cost 1 AP less to perform (including Melee attacks!)
Bonus Rate of Fire 9 PE 6, IN 6, AG 7 1 Ranged weapon attacks cost 1 AP less to perform
Bonus Move 6 AG 5 3 Two extra APs per turn that can be only be used for movement
Action Boy 12 AG 5 3 +1 Action Point
Quick Pockets 3 AG 5 3 -1 AP cost for opening inventory in combat
Earlier Sequence 3 PE 6 3 +2 to attack sequence
Silent Death 18 AG 10, Sneak 80% 1 When sneaking, HtH attacks from behind do double damage
Heave Ho! 6 3 +2 to Strength when determining range of a thrown weapon
Sharpshooter 6 PE 7, IN 6 2 +2 to Perception when determining range modifiers


Perks in this category are useless, either tied to broken mechanics or easily bypassed with drugs.

Name Level req Other requirements Ranks Benefit
Presence 3 CH 6 3 +10% to initial reaction of non-player characters
Cult of Personality 12 CH 10 1 People will always view you favorably, no matter your reputation and their alignment
Smooth Talker 3 IN 4 3 +1 to Intelligence for the purposes of dialogue


Perks in this category should generally be chosen only if no better perks are available. See notes for details.

Name Level req Other requirements Ranks Benefit
Lifegiver 12 EN 4 3 +4 HP per level
Dodger 9 AG 4 2 +5% to your Armor Class
Toughness 3 EN 6, LK 6 3 +10% to damage resistance
Rad Resistance 6 EN 6, IN 4 3 +15% to Radiation Resistance
Snakeater 6 EN 3 1 +25% to Poison Resistance


Name Level req Other requirements Ranks Benefit
Explorer 9 1 Higher chance of finding special places and people in random encounters
Pathfinder 6 EN 6, Outdoorsman 40% 2 25% reduction in travel time on the world map
Mysterious Stranger 6 LK 7 1 Chance you will gain a temporary ally in random encounters
Ranger 6 PE 6 3 Chance of hostile random encounters is lowered
Scout 3 PE 8 1 Exploration is increased by 1 square in every direction on the world map
Scrounger 9 LK 8 1 Doubles the amount of ammunition found in random encounters
Fortune Finder 6 LK 8 1 Additional money is found during random encounters


These perks provide flat bonuses to skills or modify them. They are best avoided, as the skills they affect have marginal use in gameplay, with the exception of Tag!.

Name Level req Other requirements Ranks Benefit
Tag! 12 1 Pick an addition Tag Skill
Master Thief 12 1 +10% to skills: Sneak, Lockpick, Steal and Traps
Medic 12 1 +20% to skills: First Aid and Doctor
Mr. Fixit 12 1 +20% to skills: Repair and Science
Speaker 12 1 +20% to skills: Speech and Barter
Ghost 6 Sneak 60% 1 +20% to Sneak in dark conditions
Pickpocket 9 AG 8, Sneak 80% 1 Size and facing modifiers are ignored when stealing from someone
Survivalist 3 EN 6, IN 6, Outdoorsman 40% 3 +20% bonus to Outdoorsman for survival checks
Healer 3 PE 7, IN 5, AG 6, First Aid 40% 3 2-5 more hit points healed when using First Aid or Doctor skills
Silent Running 6 AG 6, Sneak 50% 1 Able to sneak and run at the same time


General perks affecting criticals.

Name Level req Other requirements Ranks Benefit
More Criticals 6 LK 6 3 +5% chance of critical hits
Better Criticals 9 PE 6, AG 4, LK 6 1 20% bonus on the critical hit table
Slayer 18 ST 8, AG 8, Unarmed 80% 1 All HtH attacks are critical hits
Sniper 18 PE 8, AG 8, Small Guns 80% 1 Increased chance to score a critical hit with ranged weapons

Weapon perks

Weapon perks are enjoyed when one uses a specific weapon.

Name Weapons wielded Benefit
Weapon Accurate Various +20% bonus chance to hit
Weapon Knockback Sledgehammer
Super sledge
Every five points of damage knocks the target back one hex
Weapon Long Range Various Doubles the effective range of the weapon
Weapon Penetrate .223 pistol
Power fist
Reduces target's Damage threshold to one-fifth it's normal value

Armor perks

Armor perks are enjoyed when one wears a specific piece of armor.

Name Armors worn Benefit
Combat Armor Combat armor
Brotherhood armor
+20 Radiation resistance
Powered Armor Power armor
Hardened power armor
+3 Strength, +30 Radiation resistance

See also

Perks in Fallout