Perception

Perception is one of the seven primary statistics in the SPECIAL system.
==Fallout, Fallout 2, Fallout Tactics==
Modifies: Sequence, ranged combat distance modifiers, and the First Aid, Doctor, Lockpick, Traps and Pilot skills. A player character with higher Perception may notice things that allow them to open up new dialogue options on occasion. It also determines how far away they start from hostilities in random encounters. A combination of the Traps skill and Perception is used to detect traps on the ground. In Fallout Tactics, the Perception stat is used to determine the range at which sneaking characters get detected. Perception is required for many perks, such as PE 8 for Sniper in Fallout, Fallout 2, and Fallout Tactics.
===Ways to increase Perception===
;Permanent
* Gifted trait (+1)
* Perception operation by Dr. Lorri in the Lost Hills bunker (+1)
* Perception medical procedure by ACE with the green memory module (+1)
* Gain Perception perk (+1)
* Death Sense perk (+2, deathclaws only)
;Temporary
* Consumables
** Mentats (+2)
** Jet (+1)
** After Burner gum (+1)
** Fusion Cola (+3 then +1)
* Perks
** Sharpshooter (+2 when determining range)
** Cautious Nature (+3 for random encounter placement)
* Traits
** Night Person (+1 from 6:01 p.m. to 6:00 a.m., but -1 from from 6:01 a.m. to 6:00 p.m.)
===Perks===
Perk 	Required	Level 	Additional Requirements 	Games
Awareness 	5 	3 	- 	Fallout, Fallout 2, Fallout Tactics
Cautious Nature 	6 	3 	- 	Fallout 2
Earlier Sequence 	6 	3 	- 	Fallout, Fallout 2
Healer 	7 	3 	Agility 6, Intelligence 5, First Aid 40% 	Fallout, Fallout 2, Fallout Tactics
Lead Foot 	6 	3 	Agility 6, Pilot 60%, Unavailable to deathclaws and dogs	Fallout Tactics
Night Vision 	6 	3 	- 	Fallout, Fallout 2, Fallout Tactics
Scout 	8, 7 	3 	- 	Fallout, Fallout 2, Fallout Tactics
Empathy 	7 	6 	Intelligence 5 	Fallout, Fallout 2
Friendly Foe 	4 	6 	- 	Fallout
Ranger 	6 	6 	- 	Fallout, Fallout 2, Fallout Tactics
Sharpshooter 	7 	6, 9 	Intelligence 6 	Fallout, Fallout 2, Fallout Tactics
Better Criticals 	6 	9 	Agility 4, Luck 6 	Fallout, Fallout 2, Fallout Tactics
Bonus Rate of Fire	6 	9, 15 	Intelligence 6, Agility 7 	Fallout, Fallout 2, Fallout Tactics
Sniper 	8 	18, 24	Agility 8, Small Guns 80% 	Fallout, Fallout 2, Fallout Tactics
==Fallout 3==
Modifies: Explosives, Lockpick and Energy Weapons skills.
Perception determines how far away enemies can be detected on the compass (enemies show as red bars). When playing with a high Perception, it is possible to "sense" the enemies even before they come into view.
Having a high Perception can yield dialogue options with some NPCs, such as Moira Brown, Mel and Machete.
Value	Skill Modifiers
1 	Energy Weapons +2, Explosives +2, Lockpick +2
2 	Energy Weapons +4, Explosives +4, Lockpick +4
3 	Energy Weapons +6, Explosives +6, Lockpick +6
4 	Energy Weapons +8, Explosives +8, Lockpick +8
5 	Energy Weapons +10, Explosives +10, Lockpick +10
6 	Energy Weapons +12, Explosives +12, Lockpick +12
7 	Energy Weapons +14, Explosives +14, Lockpick +14
8 	Energy Weapons +16, Explosives +16, Lockpick +16
9 	Energy Weapons +18, Explosives +18, Lockpick +18
10 	Energy Weapons +20, Explosives +20, Lockpick +20
===Perks===
Perk 	Requirement	Level	Additional Requirements
Thief 	4 	2 	Agility 4
Sniper 	6 	12 	Agility 6
Light Step 	6 	14 	Agility 6
Better Criticals	6 	16 	Luck 6
Infiltrator 	7 	18 	Lockpick 70
===Ways to increase Perception===
;Permanent
* Bobblehead - Perception (+1)
* Ant Sight quest perk (+1)
* Intense Training perk (+1)
* No Weaknesses perk (will raise base to 5 if below 5)
* Almost Perfect perk (will raise base to 9 if below 9)
;Temporary
===Notes===
The benefit of the Survival Expert perk is affected by what is said to Moira Brown after each portion of the Wasteland Survival Guide quest. Having a Perception of 7 yields relevant "smart" dialogue options at the end of the Contract Radiation Sickness and Traversing a Mine Field objectives.
==Fallout: New Vegas==
Modifies: Explosives, Lockpick and Energy Weapons skills.
Perception affects the distance at which the Courier is able to detect other creatures. It also factors into some conversations with some NPCs.
===Perception-based perks===
Perk 	Requirement	Level	Additional Requirements
Friend of the Night	6 	2 	Sneak 30
Alertness 	6 - 9 	12 	—
Sniper 	6 	12 	Agility 6
Hobbler 	7 	12 	—
Light Step 	6 	14 	Agility 6
Better Criticals 	6 	16 	Luck 6
Infiltrator 	7 	18 	Lockpick 70
===Interactions that require Perception stat===
* 6 Perception to correctly identify the bloodstain in the Hoover Dam visitor center supply closet as that of an NCR engineer during You'll Know It When It Happens.
* 6 Perception to question Emily Ortal if "something" happened between her and Benny to get her help working on Yes Man.
** Note, this is bugged as the G.E.C.K. is programmed to check the Perception stat for Emily rather than the Courier. Using the command or before talking to her can fix this. JSawyer also patches this.
* 6 Perception and 35 Science to discuss with God about blocking Father Elijah's eavesdropping through the collars.
* 6 Perception to correctly interpret Christine about:
** Her refusal to leave the Sierra Madre even after defusing the collars.
** Asking how the Courier came to be at the Sierra Madre.
** Reliving her trauma by going into the elevator shaft in the switching station during Mixed Signals.
* 6 Perception to comment to Ulysses that the Courier does not recognize his voice and so they could not have met him before.
* 6 Perception to point out to Ulysses that his voice betrays a sense of disdain for ED-E. 
* 7 Perception to notice that Ricky is lying about being from Vault 22.
* 7 Perception to point out to Walter Phebus that it is not the Mojave heat that is got him sweating, triggering the quest Pheeble Will.
* 7 Perception to correctly notice that Lady Jane is lying about being unable to pay her debt during Debt Collector.
* 7 Perception to tell Keller that he gives himself away as an NCR Ranger too easily during Dealing with Contreras.
* 7 Perception and 7 Intelligence to catch Keller in the act of not knowing the code phrase, exposing him as an NCR Ranger and trying to arrest the Courier during Dealing with Contreras.
* 7 Perception to get Christine to admit that she will not allow Father Elijah to leave the Sierra Madre alive during Last Luxuries.
* 7 Perception to comment to Doctor Mobius about the bullet that Doc Mitchell had to take out of the Courier's brain after getting shot.
* 8 Perception to persuade Sarah Weintraub into admitting that her agoraphobia is the real reason she does not leave Vault 21.
* 8 Perception to identify the tonal makeup of Doctor 8's broadcasts, trigging On the Same Wavelength (bypasses Science requirement).
===Ways to increase Perception===
;Permanent
* Perception Implant available at the New Vegas medical clinic (+1)
* Intense Training perk (+1)
* Completing the quest The Apocalypse or The End will allow raising any one primary statistic by 1.
;Temporary
;Level names and statistics
Value	Name 	Skill Modifiers
1 	Deaf Bat 	Energy Weapons/Lockpick/Explosives +2
2 	Senile Mole 	Energy Weapons/Lockpick/Explosives +4
3 	Squinting Newt 	Energy Weapons/Lockpick/Explosives +6
4 	Unsuspecting Trout 	Energy Weapons/Lockpick/Explosives +8
5 	Wary Trout 	Energy Weapons/Lockpick/Explosives +10
6 	Alert Coyote 	Energy Weapons/Lockpick/Explosives +12
7 	Big-eyed Tiger 	Energy Weapons/Lockpick/Explosives +14
8 	Monocled Falcon 	Energy Weapons/Lockpick/Explosives +16
9 	Sniper Hawk 	Energy Weapons/Lockpick/Explosives +18
10 	Eagle with Telescope	Energy Weapons/Lockpick/Explosives +20
===Notes===
* Despite what it says on the Vigor Tester, Perception does not actually increase V.A.T.S. or regular accuracy at all.
* If Perception is at the most extreme (highest or lowest), Doc Mitchell will either respond that nothing gets by the Courier, thinking he could use them when he lost his keys last month [of awakening the Courier] (for highest) or that he is no optometrist, but suggests the Courier should be fitted some with glasses while at the Doc's place (for lowest). Ironically, having Perception this low means that the player cannot take the Four Eyes trait which would make glasses beneficial.
* It is possible to get a Perception of 10 with only 6 natural points, by combining the Four Eyes trait, lucky shades, a hat and the Perception Implant (6 - 1 + 3 + 1 + 1 = 10).
** Similarly, it is possible to achieve a temporary boost to 10 from a mere score of 2 using both kinds of Mentats, absinthe, coyote tobacco chew, and a hat (2 + 4 + 3 + 1 = 10).
** By having access to DLC items, it is possible to get up to PER 10 without the Four Eyes trait, even if starting at only 1. The elite riot gear helmet (+2) can be worn together with the 1st Recon beret (+1) and a stealth suit Mk II (+1). After installing the Perception implant, Perception is at 6. From there, any combination of Perception-enhancing chems can reach 10.
==Fallout 4==
With the removal of skills in Fallout 4, Perception now directly affects accuracy in V.A.T.S., and indirectly (through perks) affects pickpocketing and lockpicking attempts, as well as other perk benefits. In Fallout 4, Agility is the attribute that directly affects pickpocketing chance, and no attribute increases lockpicking sweet spot size.
The main difference from Fallout 3 and Fallout New Vegas is that Perception no longer affects the distance at which enemies appear on the player character's compass. Enemies do not appear on the compass in Fallout 4 unless they are looking for the player character (Caution in sneak mode) or are fighting the player character (Danger in sneak mode). Friendly NPCs do not appear on the compass at all. Perception does, however, increase accuracy in V.A.T.S. by roughly 3.167 percentage points per point invested into it, but V.A.T.S. accuracy cannot go above 95%.
===Perks===
Perk 	Rank 	Requirement	Level 	Additional Requirements
Pickpocket 	—	1 	—	—
Pickpocket 	2 	1 	6 	Pickpocket
Pickpocket 	3 	1 	17 	Pickpocket 2
Pickpocket 	4 	1 	30 	Pickpocket 3
Rifleman 	—	2 	—	—
Rifleman 	2 	2 	9 	Rifleman
Rifleman 	3 	2 	18 	Rifleman 2
Rifleman 	4 	2 	31 	Rifleman 3
Rifleman 	5 	2 	46 	Rifleman 4
Awareness 	—	3 	—	—
Awareness 	2 	3 	14 	Awareness,
Locksmith 	—	4 	—	—
Locksmith 	2 	4 	7 	Locksmith
Locksmith 	3 	4 	18 	Locksmith 2
Locksmith 	4 	4 	41 	Locksmith 3
Demolition Expert	—	5 	—	—
Demolition Expert	2 	5 	10 	Demolition Expert
Demolition Expert	3 	5 	22 	Demolition Expert 2
Demolition Expert	4 	5 	34 	Demolition Expert 3
Night Person 	—	6 	—	—
Night Person 	2 	6 	25 	Night Person
Night Person 	3 	6 	37 	Night Person 2,
Refractor 	—	7 	—	—
Refractor 	2 	7 	11 	Refractor
Refractor 	3 	7 	21 	Refractor 2
Refractor 	4 	7 	35 	Refractor 3
Refractor 	5 	7 	42 	Refractor 4
Sniper 	—	8 	—	—
Sniper 	2 	8 	13 	Sniper
Sniper 	3 	8 	26 	Sniper 2
Penetrator 	—	9 	—	—
Penetrator 	2 	9 	28 	Penetrator
Concentrated Fire	—	10 	—	—
Concentrated Fire	2 	10 	26 	Concentrated Fire
Concentrated Fire	3 	10 	50 	Concentrated Fire 2
===Ways to increase Perception===
;Permanent
* +1 Perception Training upon level-up (up to 10 Perception)
* You're SPECIAL! - optional +1 Perception upon acquiring
* Perception bobblehead (+1)
* V.A.N.S. 2 (+2)
;Temporary
===Bugs===
 It is possible that your Perception will be reduced with a "(-)" shown to indicate a temporary effect, even if there are no visible temporary effects. This usually is caused by using Med-X after a stingwing attack. Console commands can only mask the issue, not solve it. For players on Survival mode, the lack of a console means that they are stuck with a low Perception.
* Because the (-) indicates a temporary effect, perks can still be chosen as normal based on your "true" Perception.
* A commonly reported culprit is being crippled in the head; having your head cured may not remove the debuff. Having your head re-crippled and cured may resolve the issue, but is inconsistent.
* It can be fixed by unequipping poisoner armor after a stingwing attack. When you get the blurred image, immediately remove the poisoner armor piece and run away. This can take a few tries, because it can result in higher/lower Perception than SPECIAL defined.
==Fallout 76==
Modifies: V.A.T.S. accuracy, Compass Range
As with all SPECIAL stats, each time a new character is created, their Perception starts at 1. The max cap for the Perception stat is 15 as with the other SPECIAL stats.
V.A.T.S. accuracy bonus starts out at +0.4% with a Perception of 1. Each subsequent level in Perception increases this bonus by +0.4%. At the max Perception of 15, the accuracy bonus is +6.0%.
Similarly, the compass range (minimum distance for red enemy compass markers) at a Perception of 1 is 85 feet. Each additional level in Perception increases this range by 12 feet. At the max Perception of 15, the range is 253 feet.
===Perks===
Name 	Level	Rank	Description
Archer 	8 	1 	Your bows and crossbows now do +10% damage.
Archer 	8 	2 	Your bows and crossbows now do +15% damage.
Archer 	8 	3 	Your bows and crossbows now do +20% damage.
Awareness 	27 	1 	You can view a target's specific damage resistance in V.A.T.S. Cost: 2
Bow Before Me 	6 	1 	Your bows and crossbows ignore 12% armor and have a 3% chance to stagger.
Bow Before Me 	6 	2 	Your bows and crossbows ignore 24% armor and have a 6% chance to stagger.
Bow Before Me 	6 	3 	Your bows and crossbows ignore 36% armor and have a 9% chance to stagger.
Butcher's Bounty 	3 	1 	40% chance to find an extra meat when you "Search" an animal corpse.
Butcher's Bounty 	3 	2 	60% chance to find an extra meat when you "Search" an animal corpse.
Butcher's Bounty 	3 	3 	80% chance to find an extra meat when you "Search" an animal corpse.
Commando 	15 	1 	Basic combat training means automatic rifles do +10% damage.
Commando 	15 	2 	Basic combat training means automatic rifles do +15% damage.
Commando 	15 	3 	Basic combat training means automatic rifles do +20% damage.
Concentrated Fire 	2 	1 	V.A.T.S. now targets limbs. Focus fire to gain accuracy and damage per shot.
Concentrated Fire 	2 	2 	V.A.T.S. targets limbs. Focus fire to gain more accuracy and damage per shot.
Concentrated Fire 	2 	3 	V.A.T.S. targets limbs. Focus fire to gain high accuracy and damage per shot.
Crack Shot 	7 	1 	All pistols now have 10% more range and more accuracy when sighted.
Crack Shot 	7 	2 	All pistols now have 20% more range and more accuracy when sighted.
Crack Shot 	7 	3 	All pistols now have 30% more range and more accuracy when sighted.
Expert Archer 	20 	1 	Your bows and crossbows now do +10% damage.
Expert Archer 	20 	2 	Your bows and crossbows now do +15% damage.
Expert Archer 	20 	3 	Your bows and crossbows now do +20% damage.
Expert Commando 	25 	1 	Basic combat training means automatic rifles do +10% damage.
Expert Commando 	25 	2 	Basic combat training means automatic rifles do +15% damage.
Expert Commando 	25 	3 	Basic combat training means automatic rifles do +20% damage.
Expert Picklock 	19 	1 	Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.
Expert Rifleman 	20 	1 	Your non-automatic rifles now do +10% damage.
Expert Rifleman 	20 	2 	Your non-automatic rifles now do +15% damage.
Expert Rifleman 	20 	3 	Your non-automatic rifles now do +20% damage.
Exterminator 	14 	1 	Your attacks ignore 25% armor of any insect.
Exterminator 	14 	2 	Your attacks ignore 50% armor of any insect.
Exterminator 	14 	3 	Your attacks ignore 75% armor of any insect.
Fire in the Hole 	38 	1 	See a throwing arc when tossing thrown weapons, and they fly 15% further.
Fire in the Hole 	38 	2 	See a throwing arc when tossing thrown weapons, and they fly 30% further.
Fire in the Hole 	38 	3 	See a throwing arc when tossing thrown weapons, and they fly 50% further.
Fortune Finder 	22 	1 	You hear directional audio when in range of a Caps Stash.
Glow Sight 	33 	1 	Deal +20% damage to glowing enemies.
Glow Sight 	33 	2 	Deal +40% damage to glowing enemies.
Glow Sight 	33 	3 	Deal +60% damage to glowing enemies.
Green Thumb 	4 	1 	Reap twice as much when harvesting flora.
Grenadier 	35 	1 	Your explosives detonate with a 50% larger radius.
Grenadier 	35 	2 	Your explosives detonate with twice the radius.
Ground Pounder 	18 	1 	Automatic rifles now reload 10% faster and have better hip fire accuracy.
Ground Pounder 	18 	2 	Automatic rifles now reload 20% faster and have even better hip fire accuracy.
Ground Pounder 	18 	3 	Automatic rifles now reload 30% faster and have excellent hip fire accuracy.
Long Shot 	37 	1 	Your rifles have 10% more range and more accuracy when sighted.
Long Shot 	37 	2 	Your rifles have 20% more range and even more accuracy when sighted.
Long Shot 	37 	3 	Your rifles have 30% more range and excellent accuracy when sighted.
Master Archer 	42 	1 	Your bows and crossbows now do +10% damage.
Master Archer 	42 	2 	Your bows and crossbows now do +15% damage.
Master Archer 	42 	3 	Your bows and crossbows now do +20% damage.
Master Commando 	45 	1 	Basic combat training means automatic rifles do +10% damage.
Master Commando 	45 	2 	Basic combat training means automatic rifles do +15% damage.
Master Commando 	45 	3 	Basic combat training means automatic rifles do +20% damage.
Master Picklock 	40 	1 	Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.
Master Rifleman 	42 	1 	Your non-automatic rifles now do +10% damage.
Master Rifleman 	42 	2 	Your non-automatic rifles now do +15% damage.
Master Rifleman 	42 	3 	Your non-automatic rifles now do +20% damage.
Night Eyes 	47 	1 	Gain Night Vision while sneaking between 6:00 p.m. and 6:00 a.m. Cost: 2
Night Person 	24 	1 	Gain +1 Intelligence and +1 Perception between the hours of 6:00 p.m. and 6:00 a.m.
Night Person 	24 	2 	Gain +2 Intelligence and +2 Perception between the hours of 6:00 p.m. and 6:00 a.m.
Night Person 	24 	3 	Gain +3 Intelligence and +3 Perception between the hours of 6:00 p.m. and 6:00 a.m.
Pannapictagraphist	12 	1 	You hear directional audio when in range of a Magazine.
Percepti-bobble 	16 	1 	You hear directional audio when in range of a Bobblehead.
Picklock 	5 	1 	Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.
Refractor 	32 	1 	Gain +10 Energy Resistance.
Refractor 	32 	2 	You now gain +20 Energy Resistance.
Refractor 	32 	3 	You now gain +30 Energy Resistance.
Refractor 	32 	4 	You now gain +40 Energy Resistance.
Rifleman 	8 	1 	Your non-automatic rifles now do +10% damage.
Rifleman 	8 	2 	Your non-automatic rifles now do +15% damage.
Rifleman 	8 	3 	Your non-automatic rifles now do +20% damage.
Skeet Shooter 	10 	1 	Your shotguns have improved accuracy and spread.
Skeet Shooter 	10 	2 	Your shotguns have even better accuracy and spread.
Skeet Shooter 	10 	3 	Your shotguns have excellent accuracy and spread.
Sniper 	28 	1 	Gain improved control and hold your breath 25% longer while aiming scopes. Improved focus and better sighted accuracy.
Sniper 	28 	2 	Gain improved control and hold your breath 50% longer while aiming scopes.
Sniper 	28 	3 	Gain improved control and hold your breath 75% longer while aiming scopes.
Tank Killer 	30 	1 	Your rifles ignore 12% armor and have a 3% chance to stagger.
Tank Killer 	30 	2 	Your rifles ignore 24% armor and have a 6% chance to stagger.
Tank Killer 	30 	3 	Your rifles ignore 36% armor and have a 9% chance to stagger.
===Ways to increase Perception===
Note that all stat boosts in Fallout 76 are temporary.
* Bobblehead: Perception (+2 for 1 hour or 2 hours with Curator)
* Armor and apparel:
** Garb of Mysteries (+1)
** Tattered dress (+1)
** Enclave or raider underarmor with a treated lining mod (+1)
** Enclave, marine, or raider underarmor with a resistant lining mod (+1)
** Marine underarmor with a protective lining mod (+1)
** Enclave, raider, or Secret Service underarmor with a protective lining mod (+2)
** Marine underarmor with a shielded lining mod (+1)
** Enclave or Secret Service underarmor with a shielded lining mod (+2)
** Raider underarmor with a shielded lining mod (+3)
* Legendary Effects:
** Perception (+1)
* Magazines:
** U.S. Covert Operations Manual 5 (+1)
* Mutations:
** Eagle Eyes (+4)
** Herd Mentality (+2 if grouped, -2 if solo)
* Perks:
** Night Person (+1 per rank, up to +3, during the night)
* Consumables:
** Food:
*** Gourd soup (+2)
*** Pumpkin soup (+2)
*** Radrat steak (+2)
** Drinks:
*** Carrot flower nectar (+1)
*** Simple gut shroom tea (+1)
*** Steeped carrot flower tea (+2)
*** Sweetwater Special Blend (+2)
** Chems:
*** Bufftats (+3)
*** Calmex (+3)
*** Daddy-O (+3)
*** Mentats (+2)
*** Orange Mentats (+5)
*** Psychotats (+3)
*** X-cell (+2)
==Fallout: The Roleplaying Game==
Perception's only derived statistic is a character's Initiative which is added with Agility. Perception is also used as the default for skill tests involving Energy Weapons, Explosives, Lockpick, and Pilot (the most skills of any primary stat).
===Perception-based perks===
==Fallout Shelter==
Perception affects how efficient a dweller is while working in the water treatment and water purification facilities, chances of finding locations when exploring the wasteland, and the speed of the critical hit arrows. It can be increased on different dwellers by assigning them to the armory.
==Fallout: The Board Game==
Unlike other Fallout games, Perception is not treated as a variable ranging from 1 to 10, but instead as a token that can be obtained at the start or when leveling up. A player character with the Perception token gets free rerolls during certain tests, as well as during fights if equipped with a Perception-based weapon.
The ghoul player character always begins the game with Perception. During any Perception test or fight, Calmex or Mentats can be used to gain one free hit.
===Perks===
* Night Person
* Sniper
===Perception-based weapons===
* Pipe rifle
* Sniper rifle
==Video==
thumb|left|320px|Fallout 4 Perception promotional video
Category:SPECIAL
Category:Fallout primary statistics
Category:Fallout 2 primary statistics
Category:Fallout 3 primary statistics
Category:Fallout: New Vegas primary statistics
Category:Fallout 4 primary statistics
Category:Fallout 76 primary statistics
Category:Fallout: The Roleplaying Game SPECIAL
Category:Fallout Tactics primary statistics
Category:Fallout: The Board Game primary statistics
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