Perks
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 |
|
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 |