Perks

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There are three types of Perks:

  • Level Perks
    • Max 8 per character (6 with Skilled Trait)
    • Ends at Level 24, but can be delayed through Level 29
    • On-screen indicator prompts player to choose
  • Support Perks
    • No hard maximum
    • Not Level-specific
    • No on-screen indicator
    • Available via NPC dialogue, even after Level 30
  • Weapon Perks - built into certain weapons

Level Perks

A Leveling Perk can be gained every 3 Levels normally, or every 4 Levels if the Character has the Skilled Trait. An on-screen Level indicator is shown when a character has leveled up, and anytime there are leftover Skill Points or a Leveling Perk to choose. Open the character screen to choose a Leveling Perk when applicable. Leveling Perks end at Level 24, so all player Characters are limited to 8 each, or 6 if Skilled, although choosing the last perk can be delayed until Level 29. At Level 30, any leftover perk choice options are lost.

Regardless of its type, gaining a perk permanently unlocks its bonus, e.g. gaining Lifegiver forever increases the character's number of Hit Points. Short of a Reroll, there is no possibility of reverting the choice of a perk once the decision has been made. It is entirely up to the player to decide whether or not to gain a perk when given the option; perks are not automatically or randomly selected in cases when the player does not choose.

Some perks have more than one rank, i.e. it is possible to gain them more than once. Typically, the higher the rank of a perk, the greater the bonus it gives. Requirements may vary for different ranks of a perk. Usually the higher the rank, the higher the skill/level requirements.

NOTE: When determining which perks can be gained, the game checks the character's SPECIAL statistics. It is therefore impossible for a character whose base Strength is 5, to take a perk requiring 6 or more points of Strength. Temporary boosts, like from Drugs, do not satisfy perk requirements.

NOTE: The player is not forced to choose Leveling Perks immediately, but these perks can be lost if the choice is delayed too long, so pay attention when leveling up, and don't lose any Perks. Perk choices do not accumulate, so if you delay choosing a perk long enough to earn another perk, you waited too long, and the first perk choice will be lost.

Name Rank Req'd
Level
Other Requirements Bonus
More Critical 1/1 3 SG, BG, EW, Close Combat or Throwing ≥ 100% +5% to critical hit chance
Quick Pockets 1/1 3 Agility ≥ 5 (Un)equipping/picking up items is done at half its normal AP cost.

Reloading cost reduced to 1 AP

Adrenaline Rush 1/1 3 Strength ≥ 5 +1 DT
+ 5 DR for every 25% missing HP
Quick Recovery 1/1 3 Agility ≥ 6 1/3 duration of KO, KD, Lose Turn
Weapon Handling 1/1 3 SG, BG, EW or Throwing ≥ 100% +2 to Strength when calculating chance to hit
In Your Face! 1/1 6 Close Combat ≥ 125% - 50% chance of missing you when in an adjacent square and unarmed or with melee weapon (or in 2hex range when using "ranged" melee like sledgehammer or spear)

- for burst mode attack it counts 50% for each bullet not entire burst

- perk is ignored by flamer attack

Even More Criticals 1/1 6 SG, BG, EW, Close Combat or Throwing ≥ 125% +10% to critical hit chance
Silent Running 1/1 6 Sneak ≥ 100% No penalty for running while in sneak mode
Toughness 1/1 6 Endurance ≥ 4 +1 to DT, +5 to DR
Sharpshooter 1/1 9 SG, BG, EW, Close Combat or Throwing ≥ 150%
and Intelligence ≥ 3
+6 Field of View, +8% to your chance to hit and -50% to your target's armor's (both head and body) critical chance modifiers for aimed attacks only
Pyromaniac 1/1 9 SG, BG, EW, Close Combat or Throwing ≥ 100% +25% fire based damage
Close Combat Master 1/1 9 Close Combat ≥ 150% +15% critical hit chance for unarmed/melee attacks +10 melee damage
Bonus Ranged Damage 1/1 9 SG, BG, EW or Throwing ≥ 150% +3 damage with ranged weapons
Even Tougher 1/1 9 Endurance ≥ 6 +3 normal DT, +10 normal DR
Stonewall 1/1 9 Strength ≥ 6 Better chance of avoiding knock-downs and knock-outs
Medic 1/1 9 First Aid, Doctor ≥ 125% and Intelligence ≥ 3 +15-30 to hit points healed using First Aid

-50% First Aid/Doctor cooldowns.

Doctor skill can remove Knockout

Heave Ho! 1/1 9 Throwing ≥ 125% +2 Strength for throw range calculation
+6 max throw range
Gain Agility 1/1 12 Agility ≤ 9 +2 to Agility
Gain Charisma 1/1 12 Charisma ≤ 9 +2 to Charisma
Gain Endurance 1/1 12 Endurance ≤ 9 +2 to Endurance
Gain Intelligence 1/1 12 Intelligence ≤ 9 +2 to Intelligence
Gain Luck 1/1 12 Luck ≤ 9 +2 to Luck
Gain Perception 1/1 12 Perception ≤ 9 +2 to Perception
Gain Strength 1/1 12 Strength ≤ 9 +2 to Strength
Better Criticals 1/1 12 SG, BG, EW, Close Combat or Throwing ≥ 175% Much more devastating critical hits
Ghost 1/1 12 Sneak ≥ 150% +30 bonus to Sneak when within 5 hexes from a wall.

-40 alpha of sneaked character

Lifegiver 1/3 12 n/a +30 to hit points
Action Boy 1/2 12 Agility ≥ 6 +1 maximum Action Points
Action Boy 2/2 15 Agility ≥ 6 +1 maximum Action Points
Lifegiver 2/3 15 n/a +30 to hit points
Livewire 1/1 15 Agility ≥ 6 Doubled AC derived from Agility

(does not work with two-handed guns from Small Gun, Big Gun, Energy Weapon class)

Man of Steel 1/1 15 Endurance ≥ 8 -10 critical power of critical hits against you
Field Medic 1/1 15 First Aid ≥ 175%
Doctor ≥ 175
Medic perk
  • +20-40 HP healed with First Aid
  • +5% to chance to score a critical success with First Aid
  • you can see other players' First Aid and Doctor cooldowns in on-cursor awareness
  • when you use First Aid/Doctor on other players, your cooldown is applied to them (if you are on cooldown, you can still heal people that aren't; the downside is that you cannot heal other players if they are on cooldown even if you are not)
More Ranged Damage 1/1 15 SG, BG, EW or Throwing ≥ 200% +4 damage with ranged weapons
Silent Death 1/1 15 Sneak ≥ 175% Auto crit if attacking from behind, while sneaked and using unarmed, melee, pistols or throwing weapons (not grenades)

+10 crit power roll

Iron Limbs 1/1 15 Strength ≥ 6
Endurance ≥ 6
- Endurance – 3 roll to avoid leg cripple

- Endurance – 3 roll to avoid arm cripple

- Strength – 4 roll to avoid weapon drop

Dodger 1/2 15 Agility ≥ 8
Close Combat ≥ 175
-5% to final Hit Chance (works only with melee/unarmed/throwing weapons in both hands)
Dodger 2/2 18 Agility ≥ 10
Close Combat ≥ 175
-5% to final Hit Chance (works only with melee/unarmed/throwing weapons in both hands)
Lifegiver 3/3 18 n/a +30 to hit points
Bonus Rate of Attack 1/1 18 SG, BG, EW, Close Combat or Throwing ≥ 180% -1 AP cost of performing an attack (ranged or melee)
Other Perks
Required level 3 More Critical · Quick Pockets · Adrenaline Rush · Quick Recovery · Weapon Handling
Required level 6 In Your Face! · Even More Criticals · Silent Running · Toughness
Required level 9 Sharpshooter · Pyromaniac · Close Combat Master · Even Tougher · Stonewall · Medic · Heave Ho! · Bonus Ranged Damage
Required level 12 Lifegiver · Gain ST, PE, EN, CH, IN, AG, LK · Better Critical · Ghost · Action Boy
Required level 15 Lifegiver · Dodger · Livewire · Man of Steel · Field Medic · Iron Limbs · Action Boy · Silent Death · More Ranged Damage
Required level 18 Lifegiver · Dodger · Bonus Rate of Attack

Support Perks

The availability of Support Perks is less obvious to the player, and there is no on-screen indicator for them. They become available via NPC dialogue as the Character qualifies. Support Perks are not limited to 8 per Character, and do not end at Level 24.

Name Ranks Req'd
Level
Other Requirements Bonus
Awareness 1/1 n/a Every character starts with it. Hovering the cursor over a critter displays detailed information about it
Pack Rat 1/1 6 None 1/3 more Carry Weight
Strong Back 1/1 6 Endurance ≥ 6 +22 carry weight capacity
Boneyard Guard 1/1 n/a Small Guns, Big Guns, Energy Weapons, Close Combat or Throwing ≤ 65% +10% in any of Small Guns, Big Guns, Energy Weapons, Close Combat or Throwing skills
Mr. Fixit 1/1 n/a Repair ≥ 120% Repairing items is easier
Dismantler 1/1 n/a Science ≥ 120% Doubled amount of resources received from dismantling items
Dead Man Walking 1/1 n/a Intelligence ≥ 5, Doctor ≥ 50% Doubled negative HP capacity
Swift Learner 1/1 n/a Intelligence ≥ 6, Science ≥ 50% +10% to all your experience point gains
Faster Healing 1/1 n/a Intelligence ≥ 6, Doctor ≥ 75% +5 to healing rate
Rad Resistance 1/1 n/a Intelligence ≥ 7, Doctor ≥ 100% +30% to radiation resistance, +20% to poison resistance
Educated 1/1 n/a Intelligence ≥ 8, Science ≥ 100% +2 to SP per level
Snakeater 1/1 n/a Endurance ≥ 6 +30 to poison resistance and +20 to radiation resistance
Gecko Skinning 1/1 n/a Outdoorsman ≥ 50% Ability to skin geckos
Cautious Nature 1/1 n/a Perception ≥ 6, Outdoorsman ≥ 100% +3 to Perception when determining placement in random encounters
Ranger 1/1 n/a Outdoorsman ≥ 100% Ability to craft several new items, a safe house instead of a tent
Scout 1/1 n/a Outdoorsman ≥ 150% Faster revealing of the covered areas of the world map
Explorer 1/1 n/a Outdoorsman ≥ 150% Faster world map travelling
Pathfinder 1/1 n/a Outdoorsman ≥ 150% 15% faster world map travelling
Light Step 1/1 n/a Traps ≥ 50% Chance to set off a trap reduced by 50%
Demolition Expert 1/1 n/a Traps ≥ 125% No unwanted explosions and extra damage for the wanted ones
Negotiator 1/1 n/a Barter ≥ 125% Reputation lower than neutral is upgraded to neutral when talking to NPCs
Sex Appeal 1/1 n/a Speech ≥ 75% +250 to reputation when interacting with the opposite sex
Magnetic Personality 1/1 n/a Speech ≥ 100% +50 to party points, +1 to maximum party size
Speaker 1/1 n/a Speech ≥ 125% Your followers' loyalty decreases at half the normal rate
Stealth Girl 1/1 n/a Sneak ≥ 100%, Repair ≥ 100% Doubled stealth boy's battery life
Thief 1/1 n/a Steal ≥ 100% Luck/50 chance of no cooldown if a stealing attempt has failed
Harmless 1/1 n/a Charisma ≥ 6, Steal ≥ 125% Halved reputation loss when stealing
Pickpocket 1/1 n/a Steal ≥ 125% Easier stealing
Master Thief 1/1 n/a Steal ≥ 125% Stealing cooldown reduced by 50%
Treasure Hunter 1/1 n/a Lockpick ≥ 125% Additional items spawn in lockers in random encounters
Other Support Perks
Endurance Perks Strong Back · Snakeater
Intelligence Perks Dead Man Walking · Swift Learner · Faster Healing · Rad Resistance · Educated
Outdoorsman Perks Gecko Skinning · Cautious Nature · Ranger · Scout · Explorer · Pathfinder
Traps Perks Light Step · Demolition Expert
Speech Perks Sex Appeal · Magnetic Personality · Speaker
Steal Perks Thief · Harmless · Pickpocket · Master Thief
Charisma Perks Way of the Fruit
Other Support Perks Pack Rat · Mr. Fixit · Dismantler · Negotiator · Stealth Girl · Treasure Hunter · Boneyard Guard
Soon: Planned Perks Scrounger · Fortune Finder

Weapon Perks

Weapon Perks denote special qualities that some of the weapons have, and cannot be influenced in any way by players, save for upgrading the weapon.

Name Bonus
Accurate Chance to hit increased by 20%
Fast Reload -1 to reloading cost
Flameboy More violent death animations
Knockback When hit, your opponents are likely to be knocked back
Enhanced Knockout When EVERY critical hit becomes a knockout critical
Long Range Doubled bonus from Perception when calculating Hit Chance
Penetrate Target's DT reduced to 33% of its normal value
Scoped +32% to hit chance at the range of 8 or more hexes. At the range of 7 or fewer hexes the hit chance drops to 5%
See Also
Character SPECIAL · Traits · Perks · Skills · Skill points · Carry Weight · Levels · Armor Class · Reputation · Skins · NPC Factions · Player-Driven Factions · Reroll · Vault-Tec DB
Combat Hit Chance · Critical Chance · Critical Hit · Aimed Attack · Resistances · Hit Points · Death · Miss · Critical Miss · Range · Sight · Fog of War · Shooting
Items Weapons · Armors · Ammo · Resources · Blueprints · Craftables · Books · Drugs · Implants · Miscellaneous Items
And Other Guides · Quests · Jobs · Telltales · Caravans · Caravan cart · Dungeons · Player Farm · Commands · Abbreviations · Merchants · Town Control · Vehicles · Tents · Safe Houses · Bases · Group Encounters · Special Encounters