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Full regular perks list for planning character builds[]

Contains regular perks from the main game + Dead Money, Honest Hearts, Old World Blues, Lonesome Road and Gun Runners' Arsenal

Name Level req Other requirements Ranks Benefit Notes/Comments
Black Widow
Lady Killer
2 1 +10% damage to the opposite sex and unique dialogue options with certain characters.
Cherchez La Femme
Confirmed Bachelor
2 1 +10% damage to the same sex and unique dialogue options with certain characters.
Friend of the Night 2 PE 6, Sneak 30 1 Your eyes adapt quickly to low-light conditions
Heave, Ho! 2 ST 5, Explosives 30 1 All thrown weapons fly farther and faster for you.
Hunter 2 Survival 30 1 In combat, you do 75% more critical damage against animals and mutated animals.
In Shining Armor 2 Repair 20, Science 70 1 +5 DT against energy weapons when wearing any metal armor, +2 while wearing reflective eyewear.
Junk Rounds 2 LK 6, Repair 45 1 You can craft ammo using scrap metal and tin cans. Garbage
Intense Training 2 10 You can put a single point into any of your SPECIAL attributes.
Light Touch 2 AG 6, Repair 45 1 While wearing light armor you gain +5% critical hit chance and your enemies suffer a -25% critical hit chance.
Old World Gourmet 2 EN 6, Survival 45 1 +25% addiction resistance. +50% health bonus from snack foods. Scotch, vodka and wine now give you health in addition to their normal effects.
Rapid Reload 2 AG 5, Guns 30 1 All of your weapon reloads are 25% faster than normal.
Retention 2 IN 5 1 Skill Magazines have a longer duration
Swift Learner 2 IN 4 3 You gain an additional 10% whenever experience points are earned.
Cannibal 4 1 When you're in Sneak mode, you gain the option to eat a human corpse to regain hit points, but lose Karma.
Comprehension 4 IN 4 1 You gain one additional skill point for reading books and double the skill points for reading magazines.
Educated 4 IN 4 1 You gain two more skill points every time you advance in level.
Entomologist 4 IN 4, Survival 45 1 You do an additional 50% damage every time you attack a mutated insect.
Rad Child 4 Survival 70 1 The more irradiated you are, the bigger the bonus to your healing.
Run 'n Gun 4 Guns 45 or Energy Weapons 45 1 Reduces accuracy penalties with one-handed ranged weapons while walking or running.
Travel Light 4 Survival 45 1 While wearing light armor or no armor, you run 10% faster.
Bloody Mess 6 1 +5% overall damage, more violent death animations.
Demolition Expert 6 Explosives 50 3 +20% damage with explosives
Ferocious Loyalty 6 CH 6 1 When you drop below 50% HP, companions gain DT.
Fortune Finder 6 LK 5 1 Considerably more bottle caps will be found in stockpiles.
Gunslinger 6 1 More accuracy in V.A.T.S. with one-handed weapons. V.A.T.S.
Hand Loader 6 Repair 70 1 When using Guns, you are more likely to recover cases and hulls. You also have all hand load recipes unlocked at any reloading benches.
Lead Belly 6 EN 5 1 -50% radiation taken from food and water sources. Useless
Mad Bomber 6 Explosives 45, Repair 45 1 Unlocks schematics needed to craft explosives added in the Gun Runners' Arsenal.
Shotgun Surgeon 6 Guns 45 1 When using shotguns, regardless of ammunition used, you ignore an additional 10 points of a target's Damage Threshold.
The Professional 6 Sneak 70 1 Your sneak attack criticals with revolvers, pistols, and submachine guns (guns and energy weapons) all inflict an additional 20% damage.
Toughness 6 EN 5 2 +3 DT permanently
Vigilant Recycler 6 Science 70 1 When using Energy Weapons, you are more likely to recover drained ammunition. You also have more efficient recycling recipes available at workbenches.
Commando 8 1 More accuracy in V.A.T.S. with two-handed weapons. V.A.T.S.
Cowboy 8 Guns 45, Melee 45 1 Increases damage done by dynamite, hatchets, knives, revolvers, and lever-action guns.
Grunt 8 Guns 45, Explosives 20 1 25% more damage with 9mm SMG's and .45 Auto pistols and SMGs, service rifles, assault and marksman carbines, light machine guns, frag grenades, grenade rifles and launchers, and combat knives.
Home on the Range 8 Survival 70 1 Whenever you interact with a campfire, you have the option of sleeping, with all the benefits that sleep brings.
Living Anatomy 8 Medicine 70 1 Shows health and Damage Threshold of any target. +5% bonus to damage against humans and non-feral ghouls.
Pack Rat 8 IN 5, Barter 70 1 Items with a weight of two pounds or less now weigh half as much
Quick Draw 8 AG 5 1 Makes weapon equipping and holstering 50% faster.
Rad Resistance 8 EN 5, Survival 40 1 +25% Radiation Resistance permanently.
Scrounger 8 LK 5 Considerably more ammunition in stockpiles.
Sneering Imperialist 8 1 +15% Damage and +25% accuracy in V.A.T.S. to various tribal and raider characters.
Stonewall 8 ST 6, EN 6 1 +5 DT against melee and unarmed attacks and cannot be knocked down during combat.
Strong Back 8 ST 5, EN 5 1 +50 Carry Weight. A must, I love looting and carrying an arsenal
Super Slam! 8 ST 6, Melee Weapons 45 1 All melee (except thrown) and unarmed attacks have a chance of knocking your target down.
Terrifying Presence 8 Speech 70 1 Can intimidate foes through dialogue; closing dialogue results in the foe fleeing for 5 seconds.
Tribal Wisdom 8 Survival 70 1 -50% limb damage from animals, mutated animals, and mutated insects, +25% to Poison resistance, ability to eat mutated insects in Sneak mode.
And Stay Back 10 Guns 70 1 Shotguns have a chance of knocking an enemy back.
Here and Now 10 1 You instantly level up again. Waste of a perk
Animal Friend 10 CH 6, Survival 45 2 On 1st rank, hostile animals become friendly. On 2nd rank they come to your aid against enemies except against other animals. Just kill the animals, They're coming right for us!
Fight the Power! 10 1 +2 Damage Threshold and +5% Critical chance against anyone wearing NCR,Legion or Brotherhood of Steel armor.
Finesse 10 1 +5% Critical Chance
Math Wrath 10 Science 70 1 Reduces all AP costs by 10% V.A.T.S.
Miss Fortune 10 LK 6 1 Chance that Miss Fortune will incapacitate a target in VATS.
Mister Sandman 10 Sneak 60 1 Can instantly kill a sleeping NPC, and earns bonus XP C4 kills them instantly too, wakey wakey!
Mysterious Stranger 10 LK 6 1 Chance that the Stranger will finish off a target in VATS.
Nerd Rage! 10 IN 5, Science 50 1 +15 DT and Strength increased to 10 whenever health is 20% or lower I never tolerate low HP
Night Person 10 1 +2 Intelligence and +2 Perception between 6:00 P.M. and 6:00 A.M. Sunshine, loolipops and rainbows
Plasma Spaz 10 Energy Weapons 70 1 AP costs for all plasma weapons are reduced by 20%. V.A.T.S.
Alertness 12 PE between 6 and 9 1 +2 Perception when crouched and still
Fast Metabolism 12 1 +20% Hit Points restored with stimpaks.
Ghastly Scavenger 12 Cannibal perk 1 When you're in Sneak mode, you gain the option to eat a super mutant or feral ghoul corpse to regain hit points, but lose Karma. Meh, Mean Sonofabitch doesn't have a tongue anymore that's the best part!
Heavyweight 12 ST 7 1 Weapons with a weight of more than 10 is cut in half. This does not affect weapons modded to under 10 wg.
Hit the Deck 12 Explosives 70 1 +25 DT against explosives.
Hobbler 12 PE 7 1 Your chance to hit an opponents legs in VATS is significantly increased. Just blow their heads off already!
Life Giver 12 EN 6 1 +30 hit points. If 30 hp makes a difference, you're doing it wrong
Long Haul 12 EN 6, Barter 70 1 Being over-encumbered no longer prevents you from using fast travel. Make more than one trip
Piercing Strike 12 Unarmed 70 1 All your unarmed and melee attacks negate 15 points of DT.
Pyromaniac 12 Explosives 60 1 +50% damage with fire-based weapons.
Robotics Expert 12 Science 50 1 +25% damage to robots, can shut down robots by sneaking up on them
Silent Running 12 AG 6, Sneak 50 1 Running no longer factors into a successful sneak attempt.
Sniper 12 PE 6, AG 6 1 More likely to hit the target's head in V.A.T.S. V.A.T.S.
Splash Damage 12 Explosives 70 1 Explosives have a 25% larger area of effect.
Unstoppable Force 12 ST 7, Melee Weapons 90 1 You do additional damage through enemy blocks with melee and unarmed attacks, Almost nothing blocks in melee
Adamantium Skeleton 14 1 Damage taken by limbs reduced by 50%.
Center of Mass 14 Guns 70 1 In VATS., you do an additional 15% damage when targeting the torso. V.A.T.S.
Chemist 14 Medicine 60 1 Chems last twice as long,
Jury Rigging 14 Repair 90 1 Repair any item using a roughly similar item. So many benefits, awesome perk
Light Step 14 PE 6, AG 6 1 Floor traps or mines will not be set off. try playing with your eyes open instead
Purifier 14 1 You do 50% extra damage with melee and unarmed weapons against centaurs, night stalkers, spore plants, spore carriers, deathclaws, super mutants, and feral ghouls.
Action Boy
Action Girl
16 AG 6 2 +15 Action Points V.A.T.S.
Better Criticals 16 PE 6, LK 6 1 +50% damage with critical hits
Chem Resistant 16 Medicine 60 1 Half as likely to get addicted. Save/Load
Meltdown 16 Energy Weapons 90 1 Foes killed by your Energy Weapons emit a corona of harmful energy. This one scares me, turn a corner and BOO! KABLAMMO!
Tag! 16 1 Fourth "tag" skill: +15 points to that skill.
Weapon Handling 16 ST < 10 1 Weapon ST requirements are now 2 points lower than normal for you.
Computer Whiz 18 IN 7, Science 70 1 Can hack a locked down terminal with four more chances. Useless
Concentrated Fire 18 Energy Weapons 60, Guns 60 1 More accuracy in V.A.T.S. with every attack on a given body part queued. V.A.T.S.
Infiltrator 18 PE 7, Lockpick 70 1 Can pick a broken lock with one more bobby pin. If you're stupid enough to press the wrong button I guess
Paralyzing Palm 18 Unarmed 70 1 Can paralyze an enemy for 30 seconds with a V.A.T.S. unarmed attack. Omae wa mō shindeiru
Walker Instinct 18 Survival 50 1 +1 Perception and Agility when outside
Atomic! 20 Endurance 6 1 With the Atomic! Perk, you are 25% faster and stronger whenever you're basking in the warm glow of radiation. Outside of irradiated areas, your Action Points (AP) regenerate faster the higher your level of radiation sickness becomes.
Explorer 20 1 All locations are marked on your map. You're reading this on a wiki that has detailed maps
Eye for Eye 20 1 For each crippled limb you have, you do an additional 10% damage. Cripple Fight!
Grim Reaper's Sprint 20 1 A kill in V.A.T.S. restores 20 AP immediately. V.A.T.S., Nerfed
Mile in Their Shoes 20 Survival 25 1 You have come to understand Nightstalkers. Consuming Nightstalker Squeezin's now grants bonuses to Perception (+1 PER), Poison Resistance (+5), and Stealth (+5 Sneak) in addition to the normal benefits. Burn a level 20+ perk for one item? Intensive Training(PER) works forever
Ninja 20 Melee Weapons 80, Sneak 80 1 +15%( 15 luck skill) critical chance with melee and unarmed weapons, +25% damage with melee/unarmed sneak attack criticals
Solar Powered 20 EN 7 1 +2 Strength and +1 HP every 10 seconds while outside, from 6:00 A.M. to 6:00 P.M.
Them's Good Eatin' 20 Survival 55 1 Any living creature you kill has a 50% chance to have the potent healing items Thin Red Paste or Blood Sausage when looted.
Irradiated Beauty 22 Endurance 8 1 Sleep removes all Rads (Hardcore: only -100 Rads)
Laser Commander 22 Energy Weapons 90 1 You do an extra 15% damage and have a 10% extra chance to critically hit with any laser weapon.
Nuka Chemist 22 Science 90 1 Unlocks special Nuka-Cola recipes at the Workbench. Burn a perk for 3 nigh useless recipes, unless you like Nuka Grenades
Spray 'n Pray 22 1 Your attacks do much less damage to companions. For crazy hardcore mode explosive builds I guess
Voracious Reader 22 Intelligence 7 1 Damaged books become blank magazines; can copy existing magazines into blank magazines
Slayer 24 AG 7, Unarmed 90 1 The speed of all your melee and unarmed attacks is increased by 30%. Unarmed requirement while Vault Boy the Barbarian clearly has a sword
Lessons Learned 26 Intelligence 6 1 +1% XP gain per player level
Nerves of Steel 26 AG 7 1 20% Faster AP regeneration. V.A.T.S.
Tunnel Runner 26 Agility 8 1 +25% sneaking speed when wearing light or no armor
Rad Absorption 28 EN 7 1 -1 Rad every 20 seconds. RadAway and Doctors exist in this game
Roughin' It 28 Survival 100 1 Sleeping outside gives Well Rested benefit Other perks give XP bonuses which always work
Burden to Bear 30 Strength 6, Endurance 6 1 +50 carry weight Strong Back: First Blood Part 2 Electric Bugaloo
Implant GRX 30 Endurance 8 2 You gain a non-addictive subdermal Turbo (chem) injector. This perk may be taken twice, with the second rank increasing the effect from 2 to 3 seconds and the uses per day from 5 to 10 (Activated in the Pip-Boy Inventory}.
Broad Daylight 36 1 No Sneak penalty for using Pip-Boy light
Certified Tech 40 1 +25% critical hit chance against robots, 85% chance of finding an extra crafting component on destroyed robots
Ain't Like That Now 50 Karma less than -250 1 Karma reset to 0, +25% AP regeneration rate, +20% attack speed, immunity to critical hits
Just Lucky I'm Alive 50 Karma between -250 and 250 1 +4 Luck for 3 minutes upon finishing a battle with less than 25% health; immunity to critical hits, +50% critical damage
Thought You Died 50 Karma at least 250 1 +10 Health per 100 Karma; Karma reset to 0, +10% damage, immunity to critical hits.

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