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 on an increase in the rank of a primary SPECIAL attribute, 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 the 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 form ID. Any perk with a form ID can be added with the console via . For example, to add rank 1 of Iron Fist, one would type into the console. When adding higher ranks, e.g. 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.
===Strength===
Name 	Attribute Rank	Rank	Character Level	Description 	Form ID
Iron Fist 	STR 1 	1 	 	Channel your chi to unleash devastating fury! Punching attacks do 20% more damage to your opponent. 	
Iron Fist 	STR 1 	2 	9 	Punching attacks now do 40% more damage and can disarm your opponent. 	
Iron Fist 	STR 1 	3 	18 	Punching attacks now do 60% more damage. Unarmed Power Attacks have a chance to cripple one of your opponent's limbs. 	
Iron Fist 	STR 1 	4 	31 	Punching attacks now do 80% more damage. Unarmed Power Attacks have an increased chance to cripple one of your opponent's limbs. 	
Iron Fist 	STR 1 	5 	46 	Punching attacks now do double damage. Criticals in V.A.T.S. will paralyze your opponent. 	
Big Leagues 	STR 2 	1 	 	Swing for the fences! Do 20% more melee weapon damage. 	
Big Leagues 	STR 2 	2 	7 	You now do 40% more melee weapon damage and gain a chance to disarm your opponent. 	
Big Leagues 	STR 2 	3 	15 	You now do 60% more melee weapon damage and gain an increased chance to disarm your opponent. 	
Big Leagues 	STR 2 	4 	27 	You now do 80% more melee weapon damage and hit all targets in front of you. 	
Big Leagues 	STR 2 	5 	42 	You now do double damage with a melee weapon, and gain a chance to cripple your opponent, or grand slam their head clean off! 	
Armorer 	STR 3 	1 	 	Protect yourself from the dangers of the Wasteland with access to base level and Rank 1 armor mods. 	
Armorer 	STR 3 	2 	13 	You gain access to Rank 2 armor mods. 	
Armorer 	STR 3 	3 	25 	You gain access to Rank 3 armor mods. 	
Armorer 	STR 3 	4 	39 	You gain access to Rank 4 armor mods. 	
Blacksmith 	STR 4 	1 	 	Fire up the forge and gain access to base level and Rank 1 melee weapon mods. 	
Blacksmith 	STR 4 	2 	16 	You gain access to Rank 2 melee weapon mods. 	
Blacksmith 	STR 4 	3 	29 	You gain access to Rank 3 melee weapon mods. 	
Heavy Gunner	STR 5 	1 	 	Thanks to practice and conditioning, heavy guns do 20% more damage. 	
Heavy Gunner	STR 5 	2 	11 	Heavy guns now do 40% more damage, and have improved hip fire accuracy. 	
Heavy Gunner	STR 5 	3 	21 	Heavy guns now do 60% more damage. Hip fire accuracy is increased even more. 	
Heavy Gunner	STR 5 	4 	35 	Heavy guns now do 80% more damage and have a chance to stagger your opponent. 	
Heavy Gunner	STR 5 	5 	47 	Heavy guns now do double damage. 	
Strong Back 	STR 6 	1 	 	What are you, part pack mule? Gain +25 to carry weight 	
Strong Back 	STR 6 	2 	10 	You now have +50 to carry weight. 	
Strong Back 	STR 6 	3 	20 	When overencumbered, you can use Action Points to run. 	
Strong Back 	STR 6 	4 	30 	(Normal mode) When overencumbered, you can fast travel.(Survival mode) When overencumbered, you will not become injured. 	
Strong Back 	STR 6 	5 	40 	When overencumbered, running costs 50% less action points. 	
Steady Aim 	STR 7 	1 	 	Stay on target! Hip-fire accuracy is improved when firing any gun. 	
Steady Aim 	STR 7 	2 	28 	Hip-fire accuracy is improved even more when firing any gun. 	
Steady Aim 	STR 7 	3 	49 	Hip-fire damage is improved when firing any gun. 	
Basher 	STR 8 	1 	 	Get up close and personal! Gun bashing does 25% more damage. 	
Basher 	STR 8 	2 	5 	Gun bashing now does 50% more damage and possibly cripples your opponent. 	
Basher 	STR 8 	3 	14 	Gun bashing now does 75% more damage and has an increased chance to cripple your opponent. 	
Basher 	STR 8 	4 	26 	Gun bashing does double damage and has an increased chance to cripple your opponent. It may also inflict a Critical Hit. 	
Rooted 	STR 9 	1 	 	You're part tree! While standing still, you gain +25 Damage Resistance and your melee and unarmed attacks deal 25% more damage. 	
Rooted 	STR 9 	2 	22 	While standing still, you now gain +50 Damage Resistance and your melee and unarmed attacks deal 50% more damage. 	
Rooted 	STR 9 	3 	43 	While standing still, you may automatically disarm enemies that use melee weapons against you. 	
Pain Train 	STR 10 	1 	 	Choo Choo! All aboard! While wearing Power Armor, sprinting into enemies hurts and staggers them. (Robots and oversized enemies are immune to the stagger.) 	
Pain Train 	STR 10 	2 	24 	Sprinting into enemies while wearing Power Armor now causes severe damage and a more powerful stagger. (Robots and oversized enemies are immune to the stagger.)	
Pain Train 	STR 10 	3 	50 	Sprinting into enemies while wearing Power Armor now causes massive damage and knocks them down. Impact landing near enemies inflicts even more damage. 	
===Perception===
Name 	Attribute Rank	Rank	Character Level	Description 	Form ID
Pickpocket 	PER 1 	1 	 	Your quick hands and sticky fingers make picking pockets 25% easier. 	
Pickpocket 	PER 1 	2 	6 	Picking pockets is now 50% easier. You can place a live grenade in a person's inventory. 	
Pickpocket 	PER 1 	3 	17 	Picking pockets is now 75% easier, and you can steal equipped weapons. 	
Pickpocket 	PER 1 	4 	30 	Picking pockets is now twice as easy, and you can steal equipped items. 	
Rifleman 	PER 2 	1 	 	Keep your distance long and your kill-count high. Attacks with non-automatic rifles do 20% more damage. 	
Rifleman 	PER 2 	2 	9 	Attacks with non-automatic rifles do 40% more damage and ignore 15% of a target's armor. 	
Rifleman 	PER 2 	3 	18 	Attacks with non-automatic rifles do 60% more damage and ignore 20% of a target's armor. 	
Rifleman 	PER 2 	4 	31 	Attacks with non-automatic rifles do 80% more damage and ignore 25% of a target's armor. They also have a slight chance of crippling a limb. 	
Rifleman 	PER 2 	5 	46 	Attacks with non-automatic rifles do double damage and ignore 30% of a target's armor. They also have a slightly higher chance of crippling a limb.	
Awareness 	PER 3 	1 	 	To defeat your enemies, know their weaknesses! You can view a target's specific damage resistances in V.A.T.S. 	
Awareness 	PER 3 	2 	14 	Knowing their weaknesses lets you attack more efficiently. 5% increase to hit chance and damage dealt to VATS targets. 	
Locksmith 	PER 4 	1 	 	Your nimble fingers allow you to pick Advanced locks. 	
Locksmith 	PER 4 	2 	7 	You can pick Expert locks. 	
Locksmith 	PER 4 	3 	18 	You can pick Master locks. 	
Locksmith 	PER 4 	4 	41 	Your bobby pins never break during lockpicking. 	
Demolition Expert	PER 5 	1 	 	The bigger the boom, the better! Your explosives do 25% more damage, and you can craft explosives at any chemistry station. 	
Demolition Expert	PER 5 	2 	10 	Your explosives do 50% more damage, and grenades gain a throwing arc. 	
Demolition Expert	PER 5 	3 	22 	Your explosives do 75% more damage and affect a larger area. 	
Demolition Expert	PER 5 	4 	34 	Your explosives now do double damage. Mines and grenades shot in V.A.T.S explode for double damage, too. 	
Night Person 	PER 6 	1 	 	You are a creature of the night! Gain +2 to Intelligence and Perception between the hours of 6:00 p.m. and 6:00 a.m. 	
Night Person 	PER 6 	2 	25 	You now have +3 to Intelligence and Perception between the hours of 6:00 p.m. and 6:00 a.m., and night vision when sneaking. 	
Night Person 	PER 6 	3 	37 	You have 30 extra health between the hours of 6:00 PM and 6:00 AM. 	
Refractor 	PER 7 	1 	 	You must be part mirror! Instantly gain +10 Energy Resistance. 	
Refractor 	PER 7 	2 	11 	You now have +20 Energy Resistance. 	
Refractor 	PER 7 	3 	21 	You now have +30 Energy Resistance. 	
Refractor 	PER 7 	4 	35 	You now have +40 Energy Resistance. 	
Refractor 	PER 7 	5 	42 	You now have +50 Energy Resistance. 	
Sniper 	PER 8 	1 	 	It's all about focus. You have improved control and can hold your breath longer when aiming with scopes. 	
Sniper 	PER 8 	2 	13 	"Non-automatic, scoped rifles have a chance of knocking down your target." Chance is 15% 	
Sniper 	PER 8 	3 	26 	Non-automatic, scoped rifles gain +25% accuracy to head shot in V.A.T.S. 	
Penetrator 	PER 9 	1 	 	There's no place to hide! In V.A.T.S you can target an enemy's body parts that are blocked by cover, with a decrease in accuracy. 	
Penetrator 	PER 9 	2 	28 	In V.A.T.S when you target an enemy's body parts that are blocked by cover, there is no decrease in accuracy. 	
Concentrated Fire	PER 10 	1 	 	Stay Focused! In V.A.T.S every attack on the same body part gains +10% accuracy. 	
Concentrated Fire	PER 10 	2 	26 	In V.A.T.S every attack on the same body part gains +15% accuracy. 	
Concentrated Fire	PER 10 	3 	50 	In V.A.T.S every attack on the same body part gains +20% accuracy and does 20% more damage. 	
===Endurance===
Name 	Attribute Rank	Rank	Character Level	Description 	Form ID
Toughness 	END 1 	1 	 	If nothing else, you can take a beating! Instantly gain +10 damage resistance. 	
Toughness 	END 1 	2 	9 	You now have +20 damage resistance. 	
Toughness 	END 1 	3 	18 	You now have +30 damage resistance. 	
Toughness 	END 1 	4 	31 	You now have +40 damage resistance. 	
Toughness 	END 1 	5 	46 	You now have +50 damage resistance. 	
Lead Belly 	END 2 	1 	 	Your digestive tract has adjusted to the weirdness of the Wasteland! Take less radiation from eating or drinking.	
Lead Belly 	END 2 	2 	6 	You take even less radiation from eating or drinking. 	
Lead Belly 	END 2 	3 	17 	You take no radiation from eating or drinking. 	
Lifegiver 	END 3 	1 	 	You embody wellness! Instantly gain +20 maximum Health. 	
Lifegiver 	END 3 	2 	8 	You instantly gain another +20 maximum Health. 	
Lifegiver 	END 3 	3 	20 	You instantly gain another +20 maximum Health, and slowly regenerate lost Health. 	
Chem Resistant 	END 4 	1 	 	All the rush without the hassle! You're 50% less likely to get addicted when consuming Chems 	
Chem Resistant 	END 4 	2 	22 	You gain complete immunity to chem addiction. 	
Aquaboy/Aquagirl 	END 5 	1 	 	Water is your ally. You no longer take radiation damage from swimming, and can breathe underwater. 	
Aquaboy/Aquagirl 	END 5 	2 	21 	You become totally undetectable while submerged. 	
Rad Resistant 	END 6 	1 	 	Exposure to the Wasteland has made you more resilient, instantly granting +10 Radiation Resistance. 	
Rad Resistant 	END 6 	2 	13 	You now have +20 Radiation Resistance. 	
Rad Resistant 	END 6 	3 	26 	You now have +30 Radiation Resistance. 	
Rad Resistant 	END 6 	4 	35 	You now have +40 Radiation Resistance. 	
Adamantium Skeleton	END 7 	1 	 	Your skeleton has been infused with indestructible metal, reducing limb damage by 30%. 	
Adamantium Skeleton	END 7 	2 	13 	Your limb damage is now reduced by 60%. 	
Adamantium Skeleton	END 7 	3 	26 	Your limb damage is completely eliminated. 	
Cannibal 	END 8 	1 	 	Feast on mortal flesh to heal your wounds! Eating human corpses restores Health. 	
Cannibal 	END 8 	2 	19 	Eating Ghoul or Super Mutant corpses restores Health. 	
Cannibal 	END 8 	3 	38 	Eating human, Ghoul or Super Mutant corpses now restores a significant amount of Health. 	
Ghoulish 	END 9 	1 	 	Sure, you're still human - on the outside! Radiation now regenerates your lost Health. 	
Ghoulish 	END 9 	2 	24 	Radiation now regenerates even more of your lost Health. 	
Ghoulish 	END 9 	3 	48 	Radiation now regenerates even more of your lost Health, and some Feral Ghouls will randomly become friendly. 	
Ghoulish 	END 9 	4 	50 	Rad damage will now begin to slowly heal, restoring health in the process. 	
Solar Powered 	END 10 	1 	 	Catch some rays! Gain +2 to Strength and Endurance between the hours of 6:00 a.m. and 6:00 p.m. 	
Solar Powered 	END 10 	2 	27 	Sunlight slowly heals your radiation damage. 	
Solar Powered 	END 10 	3 	50 	Sunlight slowly regenerates your lost Health. 	
===Charisma===
Name 	Attribute Rank	Rank	Character Level	Description 	Form ID
Cap Collector 	CHR 1 	1 	 	You've mastered the art of the deal! Buying and selling prices at vendors are better. 	
Cap Collector 	CHR 1 	2 	20 	Buying and selling prices of vendors are now much better. 	
Cap Collector 	CHR 1 	3 	41 	You can now invest a total of 500 caps to raise a store's buying capacity. 	
Lady Killer / Black Widow	CHR 2 	1 	 	You're charming... and dangerous. Men/Women suffer +5% damage in combat, and are easier to persuade in dialogue. 	
Lady Killer / Black Widow	CHR 2 	2 	7 	Men/Women now suffer +10% damage in combat, and are even easier to persuade in dialogue. They are also easier to pacify with the Intimidation perk. 	
Lady Killer / Black Widow	CHR 2 	3 	16 	Men/Women now suffer +15% damage in combat, and are much easier to persuade in dialogue. They are now even easier to pacify with the Intimidation perk.	
Lone Wanderer 	CHR 3 	1 	 	Who needs friends, anyway? When adventuring without a companion, you take 15% less damage and carry weight increases by 50. 	
Lone Wanderer 	CHR 3 	2 	17 	When adventuring without a companion, you take 30% less damage and carry weight increases by 100 	
Lone Wanderer 	CHR 3 	3 	40 	When adventuring without a companion, you do 25% more damage. 	
Lone Wanderer 	CHR 3 	4 	50 	When adventuring without a companion, you have 25 more action points. 	
Attack Dog 	CHR 4 	1 	 	Your faithful canine companion can hold an enemy, giving you a greater chance to hit them in V.A.T.S. 	
Attack Dog 	CHR 4 	2 	9 	When your dog holds an enemy, there's a chance he'll cripple the limb he's biting. 	
Attack Dog 	CHR 4 	3 	25 	When your dog holds an enemy, there's a chance he'll cause them to bleed. 	
Attack Dog 	CHR 4 	4 	31 	When adventuring with your dog, you take 10% less damage. 	
Animal Friend 	CHR 5 	1 	 	Commune with beasts! With your gun, aim at any animal below your level and gain a chance to pacify it. 	
Animal Friend 	CHR 5 	2 	12 	When you successfully pacify an animal, you can incite it to attack 	
Animal Friend 	CHR 5 	3 	28 	When you successfully pacify an animal, you can give it specific commands 	
Local Leader 	CHR 6 	1 	 	As the ruler everyone turns to, you are able to establish supply lines between your workshop settlements. 	
Local Leader 	CHR 6 	2 	14 	You can build stores and workstations at workshop settlements. 	
Party Girl/Party Boy 	CHR 7 	1 	 	Nobody has a good time like you! There's no chance you'll get addicted to alcohol. 	
Party Girl/Party Boy 	CHR 7 	2 	15 	The effects of alcohol are doubled. 	
Party Girl/Party Boy 	CHR 7 	3 	37 	Your Luck is increased by 3 while you're under the influence of alcohol. 	
Inspirational 	CHR 8 	1 	 	Because you lead by example, your companion does more damage in combat, and cannot hurt you. 	
Inspirational 	CHR 8 	2 	19 	Your companion resists more damage in combat, and can't be harmed by your attacks. 	
Inspirational 	CHR 8 	3 	43 	Your companion can carry more items. 	
Wasteland Whisperer 	CHR 9 	1 	 	Master the post-apocalypse! With your gun, aim at any Wasteland creature below your level and gain a chance to pacify it. 	
Wasteland Whisperer 	CHR 9 	2 	21 	When you successfully pacify a creature, you can incite it to attack. 	
Wasteland Whisperer 	CHR 9 	3 	49 	When you successfully pacify a creature, you can give it specific commands. 	
Intimidation 	CHR 10 	1 	 	Time to show everyone who's boss! With your gun, aim at any human opponent below your level and gain a chance to pacify them. 	
Intimidation 	CHR 10 	2 	23 	When you successfully pacify someone, you can incite them to attack. 	
Intimidation 	CHR 10 	3 	50 	When you successfully pacify someone, you can give them specific commands. 	
===Intelligence===
Name 	Attribute Rank	Rank	Character Level	Description 	Form ID
V.A.N.S. 	INT 1 	1 	 	Let Vault-Tec guide you! The path to your closest quest target is displayed in V.A.T.S. 	
V.A.N.S. 	INT 1 	2 	36 	Gain +2 to Perception. 	
Medic 	INT 2 	1 	 	Is there a doctor in the house? Stimpaks restore 40% of lost Health, and RadAway removes 40% of radiation. 	
Medic 	INT 2 	2 	18 	Stimpaks restore 60% of lost Health, and RadAway removes 60% of radiation 	
Medic 	INT 2 	3 	30 	Stimpaks restore 80% of lost Health, and RadAway removes 80% of radiation 	
Medic 	INT 2 	4 	49 	Stimpaks and RadAway restore all lost health and radiation, and work much more quickly. 	
Gun Nut 	INT 3 	1 	 	Shoot first, kill first, with access to base level and Rank 1 gun mods. 	
Gun Nut 	INT 3 	2 	13 	You gain access to Rank 2 gun mods 	
Gun Nut 	INT 3 	3 	25 	You gain access to Rank 3 gun mods 	
Gun Nut 	INT 3 	4 	39 	You gain access to Rank 4 gun mods 	
Hacker 	INT 4 	1 	 	Knowledge of cutting-edge computer encryption allows you to hack Advanced terminals 	
Hacker 	INT 4 	2 	9 	You can hack Expert terminals. 	
Hacker 	INT 4 	3 	21 	You can hack Master terminals. 	
Hacker 	INT 4 	4 	33 	When hacking, you never get locked out of a terminal when things go wrong. 	
Scrapper 	INT 5 	1 	 	Waste not, want not! You can salvage uncommon components like screws, aluminum, and copper when scrapping weapons and armor. 	
Scrapper 	INT 5 	2 	23 	You can salvage rare components like circuitry, nuclear material, and fiber optics when scrapping weapons and armor. Items with favorited components are highlighted.	
Scrapper 	INT 5 	3 	40 	You get more from salvaging. Appears to only apply to uncommon components, i.e., those affected by the first level of the perk. 	
Science! 	INT 6 	1 	 	Take full advantage of advanced technology with access to base level and Rank 1 high-tech mods. 	
Science! 	INT 6 	2 	17 	You gain access to Rank 2 high-tech mods. 	
Science! 	INT 6 	3 	28 	You gain access to Rank 3 high-tech mods. 	
Science! 	INT 6 	4 	41 	You gain access to Rank 4 high-tech mods. 	
Chemist 	INT 7* 	1 	 	Any chems you take last 50% longer. Far out. 	
Chemist 	INT 7* 	2 	16 	Any chems you take now last twice as long. 	
Chemist 	INT 7* 	3 	32 	Any chems you take now last an additional 150% longer. 	
Chemist 	INT 7* 	4 	45 	Any chems you take now last an additional 200% longer. 	
Robotics Expert 	INT 8 	1 	 	Machines will always serve humans, if you have anything to say about it. Hack a robot, and gain a chance to power it on or off, or initiate a self-destruct. 	
Robotics Expert 	INT 8 	2 	19 	When you successfully hack a robot, you can incite it to attack. 	
Robotics Expert 	INT 8 	3 	44 	When you successfully hack a robot, you can give it specific commands. 	
Nuclear Physicist	INT 9 	1 	 	You've learned to split the atom... and command it. Radiation weapons do 50% more damage and Fusion Cores last an extra 25% longer. 	
Nuclear Physicist	INT 9 	2 	14 	Radiation weapons now do double damage and Fusion Cores last an extra 50% longer. 	
Nuclear Physicist	INT 9 	3 	26 	Fusion Cores can be ejected from Power Armor like devastating grenades and Fusion Cores last twice as long. 	
Nerd Rage! 	INT 10 	1 	 	Genius. Is. ANGRY! When your Health drops below 20%, time slows and you gain +20 Damage resistance and do 20% more damage while the effect lasts. 	
Nerd Rage! 	INT 10 	2 	31 	You now gain 30 more Damage Resistance and do 30% more damage while Nerd Rage is in effect. 	
Nerd Rage! 	INT 10 	3 	50 	You now gain 40 more Damage Resistance and do 40% more damage while Nerd Rage is in effect. Kills you make while enraged restore some lost Health. 	
===Agility===
Name 	Attribute Rank	Rank	Character Level	Description 	Form ID
Gunslinger 	AGI 1 	1 	 	Channel the spirit of the old west! Non-automatic pistols do 20% more damage. 	
Gunslinger 	AGI 1 	2 	7 	Non-automatic pistols now do 40% more damage and have increased range. 	
Gunslinger 	AGI 1 	3 	15 	Non-automatic pistols now do 60% more damage and range is increased even further. 	
Gunslinger 	AGI 1 	4 	27 	Non-automatic pistols now do 80% more damage and their attacks can disarm opponents. 	
Gunslinger 	AGI 1 	5 	42 	Non-automatic pistols now do double damage. Their attacks have a much better chance to disarm opponents, and may even cripple a limb.	
Commando 	AGI 2 	1 	 	Rigorous combat training means automatic weapons do 20% more damage 	
Commando 	AGI 2 	2 	11 	Attacks with automatic weapons do 40% more damage, with improved hip fire accuracy. 	
Commando 	AGI 2 	3 	21 	Attacks with automatic weapons do 60% more damage. Hip fire accuracy is improved even more. 	
Commando 	AGI 2 	4 	35 	Attacks with automatic weapons do 80% more damage and gain a chance to stagger opponents. 	
Commando 	AGI 2 	5 	49 	Your automatic weapons now do double damage and have a greater chance to stagger opponents. 	
Sneak 	AGI 3 	1 	 	Become whisper, become shadow. You are 20% harder to detect while sneaking. 	
Sneak 	AGI 3 	2 	5 	You are now 30% harder to detect while sneaking, and no longer trigger floor-based traps. 	
Sneak 	AGI 3 	3 	12 	You are now 40% harder to detect while sneaking, and no longer trigger enemy mines. 	
Sneak 	AGI 3 	4 	23 	You are now 50% harder to detect while sneaking, and running no longer adversely affects stealth. 	
Sneak 	AGI 3 	5 	38 	Engaging stealth causes distant enemies to lose you. 	
Mister Sandman 	AGI 4 	1 	 	As an agent of death, you can instantly kill a sleeping person. Your silenced weapons do an additional 15% sneak attack damage. 	
Mister Sandman 	AGI 4 	2 	17 	Your silenced weapons do an additional 30% sneak attack damage. 	
Mister Sandman 	AGI 4 	3 	30 	Your silenced weapons now do 50% more sneak attack damage. 	
Action Boy/Action Girl	AGI 5 	1 	 	There's no time to waste! Action Points regenerate 25% faster. 	
Action Boy/Action Girl	AGI 5 	2 	18 	Your Action Points now regenerate 50% faster. 	
Action Boy/Action Girl	AGI 5 	3 	38 	Your Action Points now regenerate 75% faster. 	
Moving Target 	AGI 6 	1 	 	They can't hurt what they can't hit! Get 25+ Damage Resistance and 25+ Energy Resistance when you're sprinting. 	
Moving Target 	AGI 6 	2 	24 	You now get +50 Damage Resistance and +50 Energy Resistance when you're sprinting. 	
Moving Target 	AGI 6 	3 	44 	Sprinting costs 50% fewer Action Points. 	
Ninja 	AGI 7 	1 	 	Trained as a shadow warrior, your ranged sneak attack do 2.5x normal damage and your melee attacks do 4x normal damage. 	
Ninja 	AGI 7 	2 	16 	Your ranged sneak attacks do 3x normal damage and your melee sneak attacks do 5x normal damage. 	
Ninja 	AGI 7 	3 	33 	Your ranged sneak attacks do 3.5x normal damage and your melee sneak attacks do 10x normal damage. 	
Quick Hands 	AGI 8 	1 	 	In combat, there's no time to hesitate. You can reload all guns faster. 	
Quick Hands 	AGI 8 	2 	28 	Reloading guns costs no Action Points in V.A.T.S. 	
Quick Hands 	AGI 8 	3 	40 	Quick and efficient. You gain 10 additional Action Points. 	
Blitz 	AGI 9 	1 	 	Find the gap and make the tackle! V.A.T.S. melee distance is increased significantly. 	
Blitz 	AGI 9 	2 	29 	V.A.T.S. melee distance is increased even more, and the farther the Blitz distance, the greater the damage. 	
Gun Fu 	AGI 10 	1 	 	You've learned to apply ancient martial arts to gunplay! Do 25% more damage to your second V.A.T.S. target and beyond. 	
Gun Fu 	AGI 10 	2 	26 	In V.A.T.S. you do 50% more damage to your third target and beyond. 	
Gun Fu 	AGI 10 	3 	50 	In V.A.T.S. you instantly do a Critical Hit against your fourth target and beyond. 	
===Luck===
Name 	Attribute Rank	Rank	Character Level	Description 	Form ID
Fortune Finder 	LCK 1 	1 	 	You've learned to discover the Wasteland's hidden wealth, and discover more bottle caps in containers. 	
Fortune Finder 	LCK 1 	2 	5 	You find even more bottle caps in containers. 	
Fortune Finder 	LCK 1 	3 	25 	You find even more bottle caps in containers. 	
Fortune Finder 	LCK 1 	4 	40 	You find even more bottle caps in containers, and there is a chance of enemies exploding into a shower of caps when you kill them. 	
Scrounger 	LCK 2 	1 	 	You know just how to scavenge to keep the fight going, and find more ammunition in containers. 	
Scrounger 	LCK 2 	2 	7 	You find even more ammunition in containers. 	
Scrounger 	LCK 2 	3 	24 	You find even more ammunition in containers. 	
Scrounger 	LCK 2 	4 	37 	There is a chance to gain ammo when firing the last round in your magazine. 	
Bloody Mess 	LCK 3 	1 	 	+5% bonus damage means enemies will sometimes explode into a gory red paste. Watch out for flying eyeballs! 	
Bloody Mess 	LCK 3 	2 	9 	You now inflict +10% damage in combat. 	
Bloody Mess 	LCK 3 	3 	31 	You now inflict +15% damage in combat. 	
Bloody Mess 	LCK 3 	4 	47 	When an enemy explodes, nearby enemies may suffer the same fate. 	
Mysterious Stranger 	LCK 4 	1 	 	Who is he? Why does he help? Who cares! The Mysterious Stranger will appear occasionally in V.A.T.S. to lend a hand, with deadly efficiency... 	
Mysterious Stranger 	LCK 4 	2 	22 	The Mysterious Stranger appears more often in V.A.T.S. 	
Mysterious Stranger 	LCK 4 	3 	41 	The Mysterious Stranger appears more often in V.A.T.S. When he kills an opponent, there is a chance your Critical meter gets filled. 	
Mysterious Stranger 	LCK 4 	4 	49 	The Mysterious Stranger appears more often in V.A.T.S. When he kills an opponent, there is a high chance your Critical meter gets filled. 	
Idiot Savant 	LCK 5 	1 	 	You're not stupid! Just... different. Randomly receive 3x XP from any action, and the lower your Intelligence, the greater the chance. 	
Idiot Savant 	LCK 5 	2 	11 	You now randomly receive 5x XP from any action. The lower your Intelligence, the greater the chance. 	
Idiot Savant 	LCK 5 	3 	34 	Randomly receiving bonus XP from any action may trigger 3x XP for all kills for a short period of time. The lower your Intelligence, the greater the chance. 	
Better Criticals 	LCK 6 	1 	 	Advanced training for enhanced combat effectiveness! Criticals do 50% more extra damage. 	
Better Criticals 	LCK 6 	2 	15 	Your criticals now do twice as much extra damage. 	
Better Criticals 	LCK 6 	3 	40 	Your criticals now do 2.5x as much extra damage. 	
Critical Banker 	LCK 7 	1 	 	You're a patient battlefield tactician, and can save a Critical Hit, to be used in V.A.T.S. when you need it most. 	
Critical Banker 	LCK 7 	2 	17 	You can now save 2 Critical Hits, to be used in V.A.T.S. when you need them the most. 	
Critical Banker 	LCK 7 	3 	43 	You can now save 3 Critical Hits, to be used in V.A.T.S. when you need them the most. Banking a Critical has a chance to save an additional Critical. 	
Critical Banker 	LCK 7 	4 	50 	You can now save 4 Critical Hits, to be used in V.A.T.S. when you need them the most. 	
Grim Reaper's Sprint	LCK 8 	1 	 	Death becomes you! Any kill in V.A.T.S. has a 15% chance to restore all Action Points. 	
Grim Reaper's Sprint	LCK 8 	2 	19 	Any kill in V.A.T.S. now has a 25% chance to restore all Action Points. 	
Grim Reaper's Sprint	LCK 8 	3 	46 	Any kill in V.A.T.S. has a 35% chance to restore all Action Points and refill your Critical meter. 	
Four Leaf Clover 	LCK 9 	1 	 	Feeling Lucky? You should! Each hit in V.A.T.S. has a chance of filling your Critical meter. 	
Four Leaf Clover 	LCK 9 	2 	13 	Each hit in V.A.T.S. now has an even better chance of filling your Critical meter. 	
Four Leaf Clover 	LCK 9 	3 	32 	Each hit in V.A.T.S. now has a very good chance of filling your Critical meter. 	
Four Leaf Clover 	LCK 9 	4 	48 	Each hit in V.A.T.S. now has an excellent chance of filling your Critical meter. 	
Ricochet 	LCK 10 	1 	 	What goes around comes around! Any enemy's ranged attacks will sometimes ricochet back and instantly kill them. The closer you are to death, the higher the chance.	
Ricochet 	LCK 10 	2 	29 	There's an increased chance that an enemy's shot will ricochet back and kill them. 	
Ricochet 	LCK 10 	3 	50 	When an enemy's shot ricochets back and kills them, there is a chance your Critical meter gets filled. 	
==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 form ID. Since rank 1 is the starting point for all players, it is not a true perk and does not have an ID.
Attribute 	Level	Form ID
Strength 	2 	
Strength 	3 	
Strength 	4 	
Strength 	5 	
Strength 	6 	
Strength 	7 	
Strength 	8 	
Strength 	9 	
Strength 	10 	
Perception 	2 	
Perception 	3 	
Perception 	4 	
Perception 	5 	
Perception 	6 	
Perception 	7 	
Perception 	8 	
Perception 	9 	
Perception 	10 	
Endurance 	2 	
Endurance 	3 	
Endurance 	4 	
Endurance 	5 	
Endurance 	6 	
Endurance 	7 	
Endurance 	8 	
Endurance 	9 	
Endurance 	10 	
Charisma 	2 	
Charisma 	3 	
Charisma 	4 	
Charisma 	5 	
Charisma 	6 	
Charisma 	7 	
Charisma 	8 	
Charisma 	9 	
Charisma 	10 	
Intelligence	2 	
Intelligence	3 	
Intelligence	4 	
Intelligence	5 	
Intelligence	6 	
Intelligence	7 	
Intelligence	8 	
Intelligence	9 	
Intelligence	10 	
Agility 	2 	
Agility 	3 	
Agility 	4 	
Agility 	5 	
Agility 	6 	
Agility 	7 	
Agility 	8 	
Agility 	9 	
Agility 	10 	
Luck 	2 	
Luck 	3 	
Luck 	4 	
Luck 	5 	
Luck 	6 	
Luck 	7 	
Luck 	8 	
Luck 	9 	
Luck 	10 	
==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 form 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.
Bobblehead Perk 	Effect 	Form ID
Barter bobblehead 	Permanently grants 5% better prices when buying 	
Big Guns bobblehead 	Permanently increases critical damage with heavy weapons by 25% 	
Energy Weapons bobblehead	Permanently increases critical damage with energy weapons by 25% 	
Explosives bobblehead 	Permanently increases damage with explosives by 15% 	
Lockpicking bobblehead 	Permanently makes lockpicking easier 	
Medicine bobblehead 	Permanently increases healing from stimpaks by 10% 	
Melee bobblehead 	Permanently increases critical damage with melee weapons by 25% 	
Repair bobblehead 	Permanently increases the duration of fusion cores by 10% 	
Science bobblehead 	Permanently gives you an extra guess when hacking terminals 	
Small Guns bobblehead 	Permanently increases critical damage with ballistic weapons by 25%	
Sneak bobblehead 	Permanently makes the player character 10% harder to detect 	
Speech bobblehead 	Permanently gives all vendors 100 bottle caps extra when bartering 	
Unarmed bobblehead 	Permanently increases critical damage with unarmed attacks by 25% 	
==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 the player character's Pip-Boy. Some perks have multiple ranks. Additional ranks can be acquired by reading more magazines of the same type.
Magazine 	Ranks	Perk	Benefit 	Form ID
Astoundingly Awesome Tales 	 	 	Regenerate 1 point of health per minute. 	
Astoundingly Awesome Tales 	 	 	Do +5% damage with scoped weapons. 	
Astoundingly Awesome Tales 	 	 	Take 5% less damage from robots. 	
Astoundingly Awesome Tales 	 	 	Do +5% damage with the Alien Blaster. 	
Astoundingly Awesome Tales 	 	 	Gain +5 Poison Resistance. 	
Astoundingly Awesome Tales 	 	 	Do +5% damage against Mirelurks. 	
Astoundingly Awesome Tales 	 	 	Do +5% damage at night. 	
Astoundingly Awesome Tales 	 	 	Gain +5 Action Points. 	
Astoundingly Awesome Tales 	 	 	Do +5% damage with the Cryolator. 	
Astoundingly Awesome Tales 	 	 	Gain +5 Radiation Resistance. 	
Astoundingly Awesome Tales 	 	 	RadAway heals +5% radiation damage. 	
Astoundingly Awesome Tales 	 	 	Your canine companion permanently takes 10% less damage. 	
Astoundingly Awesome Tales 	 	 	Do +5% damage against Ghouls. 	
Astoundingly Awesome Tales 	 	 	Do +5% damage against Super Mutants. 	
Astoundingly Awesome Tales 	 	 	Your canine companion takes 10% less damage. 	
Grognak the Barbarian 	10 	 	Critical Hits with unarmed and melee attacks do +5% damage. 	
Guns and Bullets 	10 	 	Ballistic weapons do +5% critical damage. 	
La Coiffe 	2 	 	Extra hairstyles. 	
Live & Love 	 	 	Companions gain +10 health. 	
Live & Love 	 	 	Companions do +5% damage. 	
Live & Love 	 	 	Companions have +10 carry weight. 	
Live & Love 	 	 	Gain +25% XP from persuading women. 	
Live & Love 	 	 	Gain +1 Luck from alcohol when adventuring with a companion. 	
Live & Love 	 	 	Companions gain +5 Damage Resistance and Energy Resistance. 	
Live & Love 	 	 	Gain +25% XP from persuading men. 	
Live & Love 	 	 	Gain +5% XP while adventuring with a companion. 	
Live & Love 	 	 	Robot companions inflict +5% damage. 	
Live & Love 	 	 	Companions do 5% more damage. 	
Massachusetts Surgical Journal 	9 	 	Inflict +2% limb damage. 	
Picket Fences 	 	 	"You are now able to build picket fencing at settlement workshops" 	
Picket Fences 	 	 	"You are now able to build high tech lights at settlement workshops"	
Picket Fences 	 	 	"You are now able to build new statues at settlement workshops" 	
Picket Fences 	 	 	"You are now able to build potted plants at settlement workshops" 	
Picket Fences 	 	 	"You are now able to build patio furniture at settlement workshops" 	
Tales of a Junktown Jerky Vendor	8 	 	Get better prices when buying from vendors. 	
Tesla Science Magazine 	9 	 	Energy weapons inflict +5% critical damage. 	
Tumblers Today 	5 	 	Gain a bonus to lockpicking. 	
U.S. Covert Operations Manual 	10 	 	You are more difficult to detect while sneaking. 	
Unstoppables 	5 	 	Gain a +1% chance of avoiding all damage from an attack. 	
Wasteland Survival Guide 	 	 	Heal 50% more from fruits and vegetables. 	
Wasteland Survival Guide 	 	 	Take 5% less damage from insects. 	
Wasteland Survival Guide 	 	 	Heal +50% from irradiated packaged food and drink. 	
Wasteland Survival Guide 	 	 	Access new decoration items in workshop settlements. 	
Wasteland Survival Guide 	 	 	Diamond City is now permanently marked on your map. 	
Wasteland Survival Guide 	 	 	+10% discount from food and drink vendors. 	
Wasteland Survival Guide 	 	 	Swim +25% faster. 	
Wasteland Survival Guide 	 	 	Take 5% less damage from melee attacks. 	
Wasteland Survival Guide 	 	 	Collect extra meat from animal kills. 	
Wasteland Survival Guide 	 	 	 	
==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.
Perk 	Associated character	Benefit 	Form ID
Trigger Rush 	Cait 	The player character's Action Points regenerate 25% faster if the Hit Points value is below 25% of its maximum. 	
Robot Sympathy 	Codsworth 	The player character gains +10 Damage Resistance against robots' energy attacks. 	
Combat Medic 	Curie 	The player character can heal 100 Hit Points if their current number of Hit Points is below 10%. 	
Know Your Enemy 	Paladin Danse 	The player character deals 20% more damage against feral ghouls, super mutants, and synths. 	
Cloak & Dagger 	Deacon 	The player character gains +20% sneak attack damage and the duration of effects of Stealth Boys are increased by +40%. 	
Lessons in Blood	Porter Gage 	The player character gains +5% more XP per kill and +10 Damage Resistance. 	
Isodoped 	John Hancock 	The player character's Critical Hit value increases +20% faster, if the player character has 250 or more Radiation value.	
Killshot 	Robert MacCready 	The player character has 20% greater chance to hit an enemy's head in V.A.T.S. 	
Close to Metal 	Nick Valentine 	1 additional guess at choosing passwords in terminals, 50% faster terminal cooldown at hacking 	
Hunter's Wisdom 	Old Longfellow 	The Damage Resistance and Energy Resistance of animals and sea creatures is reduced by 25%. 	
Gift of Gab 	Piper 	The player character gains double the XP value when persuading other people or when discovering new places. 	
United We Stand 	Preston Garvey 	The player character's Damage Resistance is increased by +20 and the player character deals +20% damage when outnumbered.	
Berserk 	Strong 	The player character deals +20% Melee Damage, if the number of Hit Points is below 25% of original value. 	
Shield Harmonics	X6-88 	The player character's Energy Resistance is increased by +20. 	
==Temporary perks==
These are the only perks that do not stick with the character permanently, and instead last a few in-game hours.
Perk 	Benefit 	Attainment 	Form ID
Well Rested 	+10% Experience Points for 12 hours.	Sleep in any bed not owned by an NPC. 	
Lover's Embrace 	+15% Experience Points for 12 hours.	Sleep in any bed with a romanced companion nearby.	
Quiet Reflection	+5% Experience Points for 8 hours. 	Sit on the pew in All Faiths Chapel. 	
==Far Harbor perks==
The following perks are available with the Far Harbor add-on.
====SPECIAL perks====
Name 	Rank	Attribute Name	Attribute Rank	Character Level	Description 	Form ID
Strong Back 	5 	STR 	6 	40 	When overencumbered, running costs 50% less action points. 	
Night Person 	3 	PER 	6 	37 	You have 30 extra health between the hours of 6:00 PM and 6:00 AM. 	
Rad Resistant 	4 	END 	6 	35 	You now have +40 Radiation Resistance. 	
Lone Wanderer 	4 	CHA 	3 	50 	When adventuring without a companion, you have 25 more action points. 	
Scrapper 	3 	INT 	5 	40 	You get more from salvaging. 	
Action Boy/Action Girl	3 	AGI 	5 	38 	Your Action Points now regenerate 75% faster. 	
Critical Banker 	4 	LCK 	7 	50 	You can now save 4 Critical Hits, to be used in V.A.T.S. when you need them the most.	
====Quest/faction related perks====
Perk 	Benefit 	Form ID
Captain's Feast 	+10% XP earned for 2 hours. 	
Crusader of Atom 	Provides a bonus to your weapon's damage. The higher your rads, the higher the bonus. 	
Destroyer of Acadia 	When your health falls below 20%, do 4x damage for 30 seconds. 	
Far Harbor Survivalist	Gain +5 to all resistances. 	
Inquisitor of Atom 	Provides a bonus to your weapon's damage. The higher your rads, the higher the bonus. 	
Protector of Acadia 	When your health falls below 20%, gain 1000 damage resist and energy resist for 30 seconds.	
====Magazine perks====
Magazine 	Issue 	Perk 	Form ID
Islander's Almanac	Pincer Dodge 	Take 5% less damage from Mirelurk melee attacks. 	
Islander's Almanac	Precision Hunting 	5% higher VATS chance against animals the player is in combat with.	
Islander's Almanac	Far Harbor Sightseer's Guide	Marks multiple locations on the map. 	
Islander's Almanac	Children of Atom Exposé 	Receive 10% less damage from radiation-based attacks. 	
Islander's Almanac	Recipe Roundup 	Unlocks sludge based recipes at chemistry stations. 	
====Companion perks====
Perk 	Associated character	Benefit 	Form ID
Hunter's Wisdom	Old Longfellow 	The Damage Resistance and Energy Resistance of animals and sea creatures is reduced by 25%.	
==Nuka-World perks==
The following perks are available with the Nuka-World add-on.
====SPECIAL perks====
Name 	Rank	Attribute Name	Attribute Rank	Character Level	Description 	Form ID
Steady Aim 	3 	STR 	7 	49 	Hip-fire damage is improved when firing any gun. 	
Awareness 	2 	PER 	3 	14 	Knowing their weaknesses lets you attack more efficiently. 5% increase to hit chance and damage dealt to VATS targets. 	
Ghoulish 	4 	END 	9 	50 	Rad damage will now begin to slowly heal, restoring health in the process. 	
Attack Dog 	4 	CHA 	4 	31 	When adventuring with your dog, you take 10% less damage. 	
V.A.N.S. 	2 	INT 	1 	36 	Gain +2 to Perception. 	
Quick Hands 	3 	AGI 	8 	40 	Quick and efficient. You gain 10 additional Action Points. 	
Mysterious Stranger	4 	LCK 	4 	49 	The Mysterious Stranger appears more often in V.A.T.S. When he kills an opponent, there is a high chance your Critical meter gets filled.	
====Quest/faction related perks====
Perk 	Benefit 	Form ID
Ace Operator 	Your stealth is increased while in shadows to 90% visibility and you deal 25% more damage with silenced weapons. 	
Chosen Disciple 	Kills made by your melee weapons will restore some of your Action Points. 	
Pack Alpha 	Your damage resistance is greatly increased (25% less damage) and you deal more damage (25%) while unarmed or using melee weapons.	
Wasteland Warlord	Rank 1: Unlocks new structures at all Raider outposts. 	
Wasteland Warlord	Rank 2: Unlocks additional structures at all Raider outposts. 	
Wasteland Warlord	Rank 3: You rule the wastes! Your outposts can construct all Raider structures! 	
====Magazine perks====
Magazine	Issue 	Perk 	Form ID
SCAV! 	#1, The Terrible Truce 	Increases speech challenge success chance by 10%. 	
SCAV! 	#2, Fear the Knife King 	+25% Combat Knife and Switchblade damage. 	
SCAV! 	#3, Mutant Fists of Stephie Knuckles	+10% hand to hand weapon damage. 	
SCAV! 	#4, Nuka Brahmin Stampede! 	+5% explosives damage. 	
SCAV! 	#5, That No-Caps Rage 	+1 Strength & +1 Endurance if you have <10,000 caps.+2 Strength & +2 Endurance if you have <1,000 caps.+3 Strength & +3 Endurance if you have <100 caps.	
====Companion perks====
Perk 	Associated character	Benefit 	Form ID
Lessons in Blood	Porter Gage 	The player character gains +5% more XP per kill and +10 Damage Resistance.	
==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.
Name	Type 	Description 	Form ID
 	 	Addiction Manager 	
 	Mission 	 	
 	Mission 	 	
 	Mission 	 	
 	Mission 	Take 10% less damage from feral ghouls, super mutants and synths. 	
 	Mission 	Smaller power armor core explosion. 	
 	Mission 	Recover health when in power armor. 	
 	Mission 	 	
 	Consumable 	 	
 	 	Perk used to send Companion Interaction Scene events when player "hovers over" certain types of objects. 	
 	 	Inspirational 	
 	 	Limb damage is reduced by 100%. 	
 	 	Commando 	
 	 	Commando 	
 	 	Commando 	
 	 	Commando 	
 	 	Commando 	
 	 	Gunslinger 	
 	 	Gunslinger 	
 	 	Gunslinger 	
 	 	Gunslinger 	
 	 	Gunslinger 	
 	 	Accuracy 	
 	 	 	
 	 	 	
 	 	 	
 	 	 	
 	 	 	
 	 	 	
 	 	 	
 	 	 	
 	 	 	
 	 	Deathclaw Exploit. The deathclaw does increased damage when fighting anybody who isn't the player. 	
 	 	Deathclaw Rage. The deathclaw does increased damage when fighting multiple enemies. 	
 	 	Deathclaw Rage. The deathclaw takes less damage when fighting multiple enemies. 	
 	 	Cripple 	
 	 	Glowing One perk 	
 	 	 	
 	 	 	
 	 	 	
 	 	Adds the crAttackDamage actor value to the melee damage done by creatures. 	
 	 	Sets the crAttackDamage actor value to the melee damage done by creatures. 	
 	Mission 	Combat Zone Damage Reduction 	
 	Mission 	 	
 	Mission 	 	
 	Mission 	Director's Immunity 	
 	Mission 	Manager's Sale 	
 	Mission 	Friend of The Cats. Buy for 10% lower and sell for 10% higher with the Atom Cats. 	
 	Mission 	 	
 	Mission 	 	
 	Mission 	 	
 	Mission 	 	
 	Mission 	 	
 	Mission 	Swan Rad Heal 	
 	 	 	
 	Consumable 	Endangerol 	
 	Consumable 	Buy for 10% lower and sell for 10% higher. 	
 	Consumable 	Overdrive effect. Gives 25% chance to score a critical hit with all attacks (even outside the Vats). 	
 	Consumable 	Melee weapons do 50% more damage. 	
 	Consumable 	Additional x2 damage with sneak attacks. 	
 	Consumable 	10% Additional Accuracy while in VATS 	
 	Consumable 	+2% XP earned. 	
 	Generic Perk 	Limb damage is reduced by 100%. Perhaps added to players engaged in brawls. 	
 	Armor Mod 	Hazmat Suit Rad Resistance 	
 	 	 	
 	 	 	
 	 	 	
 	 	Player becomes immune to all environmental radiation. Does not seem to affect radiation from eating and drinking. 	
 	Mission 	Liam's Algorithm 	
 	Legendary Weapon	Instigating legendary effect. Doubles damage. 	
 	Legendary Weapon	Accuracy 	
 	Power Armor Mod 	 	
 	Legendary Weapon	Poisoner's legendary effect. 	
 	Legendary Weapon	Irradiated legendary effect. 	
 	 	Running is as quiet as sneaking. Perhaps 	
 	Mission 	Perhaps related to the 2nd minuteman mission 	
 	Mission 	Resistant to Unarmed attacks, likely given to Ronnie Shaw 	
 	Mission 	MinutemenHealth Bonus 	
 	Armor Mod 	More unarmed damage! 	
 	Armor Mod 	Reduce incoming explosives damage. Perk For Explosives Rank 1. 	
 	Armor Mod 	Reduce incoming explosives damage. Perk For Explosives 2 	
 	Armor Mod 	Ignore armor with melee weapons. 10% per mod piece. 	
 	Armor Mod 	Pneumatic armor mod. Reduces incoming stagger 	
 	Armor Mod 	Weapon wobbles 5% less per mod piece 	
 	Armor Mod 	Sprint drains 5% less AP per equipped part 	
 	Armor Mod 	Weapon wobbles 5% less per mod piece 	
 	Armor Mod 	Move 5% faster while stealthed per mod installed 	
 	Power Armor Mod 	Perk For Explosive Shielding 	
 	Legendary Weapon	Penetrating legendary effect. 	
 	Legendary Weapon	20% chance to cripple a limb. 	
 	Generic Perk 	Generic Perk used to hook actor value into chem potency. Make sure this perk is added to anyone whose actor value you mod to use with this perk. 	
 	Weapon Mod 	Grinder 	
 	Generic Perk 	Generic Perk used to hook actor value into detection system to change the effect of movement. Make sure this perk is added to anyone whose actor value you mod to use with this perk.	
 	Weapon Mod 	Weapon mod for the ripper. 	
 	Legendary Weapon	Violent or Crippling legendary effect. 25% extra limb damage. 	
 	Generic Perk 	Generic Perk used to hook actor value into falling damage system. Make sure this perk is added to anyone whose actor value you mod to use with this perk. 	
 	Armor Mod 	Kinetic Lining 	
 	 	 	
 	Legendary Weapon	Medic's legendary effect. 	
 	Legendary Weapon	Nocturnal legendary perk. 	
 	Generic Perk 	Generic Perk used to hook actor value into limb damage system. Make sure this perk is added to anyone whose actor value you mod to use with this perk. 	
 	Mission 	Foreknowledge. Kellogg does 25% less damage. Likely given to player by Mama Murphy in The Sight. 	
 	Mission 	 	
 	Mission 	Silver Shroud 	
 	Mission 	True Hero. Increase Luck attribute by one point. 	
 	Mission 	 	
 	Mission 	Mysterious Serum effect 	
 	Mission 	 	
 	Mission 	 	
 	Mission 	+15 action points. 	
 	Mission 	Vault 81 Molerat Disease 	
 	 	MysteriousStrangerDamage 	
 	Power Armor Mod 	Bleeding Damage 	
 	Power Armor Mod 	Blood Cleanser. Takes longer to get addicted when consuming chems. 	
 	Power Armor Mod 	PA Common Arm Perk 	
 	Power Armor Mod 	Emergency Protocols. 50% less damage when health is below 20%. 	
 	Power Armor Mod 	Optimized Bracers. Power attacks cost 25% less. 	
 	Power Armor Mod 	Optimized Servos. Sprinting costs 20% less action points. 	
 	Power Armor Mod 	Overdrive Servos. Sprint 75% faster but drain battery twice as fast. 	
 	Power Armor Mod 	Rad Scrubbers 	
 	Power Armor Mod 	Bleeding Damage 	
 	Power Armor Mod 	Subsystem Shielding. 50% reduction in damage dealt to battery. 	
 	Power Armor Mod 	Tesla Bracers. Adds energy damage to unarmed strikes. 	
 	Power Armor Mod 	Water Breath Time. Underwater breathing time increased with Power Armor helmet. 	
 	 	Locksmith 	
 	 	Player Perk 	
 	Mission 	 	
 	Power Armor Mod 	Power Armor Cheap Sprint. This perk lets you run 30% farther. 	
 	Power Armor Mod 	 	
 	Power Armor Mod 	 	
 	Mission 	 	
 	Mission 	 	
 	Mission 	Limb damage is reduced by 100%. 	
 	Mission 	Blimp Buster 	
 	Mission 	In the Blood. +5 radiation resistance but -5 to maximum health. 	
 	Mission 	Secret Agent. Stealth Boy effects last 10 seconds longer. 	
 	Mission 	Station Master. Get a 5% bonus on selling items. 	
 	Mission 	The Heavy. Do 10% extra damage to Synths and Institute foes 	
 	 	You are now 50% harder to detect while sneaking, and engaging stealth causes distant enemies to lose you. 	
 	 	 	
 	Mission 	Drink Water Tutorial 	
 	Mission 	Vault81 	
 	 	 	
 	Mission 	 	
 	Mission 	 	
 	Other perks 	 	
==See also==
* Fallout 4 perk magazines
* Fallout 4 companions
 
de:Fallout 4 Extras
fr:Aptitudes de Fallout 4 
ja:Fallout 4 perks
pl:Profity w Fallout 4
pt:Perks do Fallout 4
ru:Способности Fallout 4