Fallout 4 perks General information . The new perk system of " Fallout 4 " has merged with the skill system of previous games . Each time the player character gains a level they gain a perk point . This point can be expended increasing the rank of a primary SPECIAL attributes , or on one of the SPECIAL perks . Every rank of the SPECIAL attributes and perks costs 1 perk point . This is all manageable from the perk chart screen within the Pip - Boy . In addition there are other perks that can be gained through player character ' s actions , such as reading a magazine , which don ' t use up perk points . Unless otherwise specified all perks are permanent . When obtained these perks are viewable on the Pip - Boy ' s perks screen , which is separate from the perk chart . Every perk has a base ID . Any perk with a base ID can be added with the console via . For example , to add rank 1 of Iron Fist , one would type into the console . If you wish to add higher ranks , such as rank 4 of Iron Fist , make sure to first add the 3 lower ranks . SPECIAL perks . SPECIAL perks are obtainable via spending perk points in the perk chart . Each perk has a base SPECIAL requirement that must be met before it can be taken ; this is based off the starting stats chosen upon character creation , along with any increases to those stats obtained through spending perk points . Obtaining the SPECIAL - bobbleheads and " You ' re SPECIAL ! " also increase the base SPECIAL stats , potentially allowing new perks to be selected . However , SPECIAL stats granted through temporary means such as equipment , chems , and alcohol do not affect which perks may be taken . The perk chart does not follow a strict " tree " format ; any perk may be selected in any order so long as its base SPECIAL requirement is met . Perks higher up on the chart ( with lower base SPECIAL requirements ) do not have to be obtained prior to obtaining perks lower on the chart ( with higher base SPECIAL requirements ) . Each perk has multiple ranks . Each rank costs one perk point and grants new bonuses ; however each rank must be purchased in order . Initial perk ranks have no level requirement and may be taken as soon as their base SPECIAL requirement is met , but additional ranks also impose a level requirement , preventing perks from reaching their full potential right away . The level required varies by perk and rank . Level 50 is required to meet higher rank requirements for all of the perks . To unlock every perk and maximize each base SPECIAL stat , including the 7 perk ranks added with Far Harbor and the 7 perk ranks added with Nuka - World , the player character must get to level 286 . If the SPECIAL - bobbleheads and " You ' re SPECIAL ! " have been picked up prior to increasing the relevant base stats to 10 through the perk chart , they will effectively take the place of one perk point each , potentially reducing the minimum level required for every perk to 278 , but at the cost of limiting the player ' s maximum possible base SPECIAL stats . SPECIAL ranks . Each of the 7 SPECIAL attributes has 10 available ranks . Characters start with at least rank 1 in all 7 attributes . Expending a perk point allows you to add a rank to a given attribute . Increasing the rank of a SPECIAL attribute is technically adding a permanent perk . Ranks 2 - 10 of every attribute have their own base ID . Since rank 1 is the starting point for all players , it is not a true perk and does not have an ID . Bobblehead perks . Obtaining bobbleheads will add either a unique perk , or add a rank to a SPECIAL attribute . The 7 SPECIAL attribute bobbleheads will increase a SPECIAL rank by 1 , even if it is already at rank 10 . If the player waits to obtain these until after the relevant SPECIAL rank is 10 , then the player can permanently gain rank 11 for that attribute . These 7 bobbleheads do not technically add a perk behind the scenes , do not have an associated base ID , and thus are not listed below . Each bobblehead that doesn ' t increase a SPECIAL attribute has its own unique perk and ID . The following list details each of these . Magazine perks . These perks can be acquired by reading the associated magazines . The following table lists their perk IDs , along with the names of the perk as they appear in your the character ' s Pip - Boy . Some perks have multiple ranks . Additional ranks can be acquired by reading more magazines of the same type . Companion perks . These perks are acquired by reaching the maximum level of affinity with a companion . The perks obtained this way are permanent and will stay even when the companion has been dismissed or leaves . Temporary perks . These are the only perks that do not stick with the character permanently , and instead last a few in - game hours . " Far Harbor " perks . These are the perks available in the Far Harbor add - on . < section begin = " Far Harbor " / > < section end = " Far Harbor " / > " Nuka - World " perks . These are the perks available in the " Nuka - World " add - on . < section begin = " Nuka - World " / > < section end = " Nuka - World " / > Other perks . There are a variety of other perks within " Fallout 4 " , most of which are not visible on the Pip - Boy perks screen and are used behind the scenes by the game engine . Some of these can be added permanently via . The full effects of all these perks are not always known . Some will not show up with a name in the perks category .