Perk |
SPECIAL Stat |
Effect |
|
Strength |
: Your one-handed melee weapons now do +10% damage. : Your one-handed melee weapons now do +15% damage. : Your one-handed melee weapons now do +20% damage. |
|
Strength |
: Weights of all Chems (including Stimpaks) are reduced by 30%
: Weights of all Chems (including Stimpaks) are reduced by 60%
: Weights of all Chems (including Stimpaks) are reduced by 90% |
|
Strength |
: Your punching attacks now do +10% damage.
: Your punching attacks now do +15% damage.
: Your punching attacks now do +20% damage. |
|
Strength |
: Your two-handed melee weapons now do +10% damage.
: Your two-handed melee weapons now do +15% damage.
: Your two-handed melee weapons now do +20% damage. |
|
Strength |
: The weight of all junk items is reduced by 25%
: The weight of all junk items is reduced by 50%
: The weight of all junk items is reduced by 75% |
|
Strength |
: Your shotguns now do +10% damage.
: Your shotguns now do +15% damage.
: Your shotguns now do +20% damage. |
|
Strength |
: Gun bashing does +25% damage with a 5% chance to cripple your opponent.
: Gun bashing does +50% damage with a 10% chance to cripple your opponent. |
|
Strength |
: Armor weighs 25% less than normal.
: Armor weighs 50% less than normal. |
|
Strength |
: Every point of Strength adds +2 Damage Resist (Max 40). (No Power Armor)
: Every point of Strength adds +3 Damage Resist (Max 60). (No Power Armor)
: Every point of Strength adds +4 Damage Resist (Max 80). (No Power Armor) |
|
Strength |
: Your melee weapons weigh 20% less, and you can swing them 10% faster.
: Your melee weapons weigh 40% less, and you can swing them 20% faster.
: Your melee weapons weigh 60% less, and you can swing them 30% faster. |
|
Strength |
: Shotguns now weigh 30% less and you reload them 10% faster.
: Shotguns now weigh 60% less and you reload them 20% faster.
: Shotguns now weigh 90% less and you reload them 30% faster. |
|
Strength |
: Your one-handed melee weapons now do +10% damage.
: Your one-handed melee weapons now do +15% damage.
: Your one-handed melee weapons now do +20% damage. |
|
Strength |
: Take 15% less damage from your opponents' melee attacks.
: Take 30% less damage from your opponents' melee attacks.
: Take 45% less damage from your opponents' melee attacks. |
|
Strength |
: Ballistic weapon ammo weighs 45% less.
: Ballistic weapon ammo weighs 90% less. |
|
Strength |
: Your shotguns now do +10% damage.
: Your shotguns now do +15% damage.
: Your shotguns now do +20% damage. |
|
Strength |
: Your two-handed melee weapons now do +10% damage.
: Your two-handed melee weapons now do +15% damage.
: Your two-handed melee weapons now do +20% damage. |
|
Strength |
: Gain +10 to carry weight.
: Gain +20 to carry weight.
: Gain +30 to carry weight.
: Gain +40 to carry weight. |
|
Strength |
: Your non-explosive heavy guns now do +10% damage.
: Your non-explosive heavy guns now do +15% damage.
: Your non-explosive heavy guns now do +20% damage. |
|
Strength |
: Explosives weigh 30% less.
: Explosives weigh 60% less.
: Explosives weigh 90% less. |
|
Strength |
: Full Charge sprinting in Power Armor consumes half as much Fusion Core energy.
: Full Charge sprinting in Power Armor consumes no extra Fusion Core energy. |
|
Strength |
: Your melee attacks ignore 25% of your target's armor.
: Your melee attacks ignore 50% of your target's armor.
: Your melee attacks ignore 75% of your target's armor. |
|
Strength |
: Heavy Guns weigh 30% less.
: Heavy Guns weigh 60% less.
: Heavy Guns weigh 90% less. |
|
Strength |
: Heavy Guns reload 10% faster.
: Heavy Guns reload 20% faster.
: Heavy Guns reload 30% faster. |
|
Strength |
: Gain 20 damage resistance while firing a heavy gun.
: Gain 40 damage resistance while firing a heavy gun.
: Gain 60 damage resistance while firing a heavy gun. |
|
Strength |
: Your non-explosive heavy guns now do +10% damage.
: Your non-explosive heavy guns now do +15% damage.
: Your non-explosive heavy guns now do +20% damage. |
|
Strength |
: Damage and stagger enemies by sprinting into them with Power Armor
: Deal more damage and stagger by sprinting into enemies with Power Armor
: Deal even more damage and stagger by sprinting into enemies with Power Armor |
|
Strength |
: Your one-handed melee weapons now do +10% damage.
: Your one-handed melee weapons now do +15% damage.
: Your one-handed melee weapons now do +20% damage. |
|
Strength |
: Your shotguns now do +10% damage.
: Your shotguns now do +15% damage.
: Your shotguns now do +20% damage. |
|
Strength |
: Your two-handed melee weapons now do +10% damage.
: Your two-handed melee weapons now do +15% damage.
: Your two-handed melee weapons now do +20% damage. |
|
Strength |
: Your non-explosive heavy guns now do +10% damage.
: Your non-explosive heavy guns now do +15% damage.
: Your non-explosive heavy guns now do +20% damage. |
|
Perception |
: V.A.T.S. now targets limbs. Focus fire to gain accuracy and damage per shot.
: V.A.T.S. targets limbs. Focus fire to gain more accuracy and damage per shot.
: V.A.T.S. targets limbs. Focus fire to gain high accuracy and damage per shot. |
|
Perception |
: 40% chance to find an extra meat when you "Search" an animal corpse.
: 60% chance to find an extra meat when you "Search" an animal corpse.
: 80% chance to find an extra meat when you "Search" an animal corpse. |
|
Perception |
: Reap twice as much when harvesting flora. |
|
Perception |
: Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger. |
|
Perception |
: All pistols now have 10% more range and accuracy when sighted.
: All pistols now have 20% more range and even more accuracy when sighted.
: All pistols now have 30% more range and much better accuracy when sighted. |
|
Perception |
: Your non-automatic rifles now do +10% damage.
: Your non-automatic rifles now do +15% damage.
: Your non-automatic rifles now do +20% damage. |
|
Perception |
: Your shotguns have improved accuracy and spread.
: Your shotguns have even better accuracy and spread.
: Your shotguns have excellent accuracy and spread. |
|
Perception |
: You hear directional audio when in range of a Magazine. |
|
Perception |
: Your attacks ignore 25% armor of any insect
: Your attacks ignore 50% armor of any insect
: Your attacks ignore 75% armor of any insect |
|
Perception |
: Basic combat training means automatic rifles do +10% damage.
: Basic combat training means automatic rifles do +15% damage.
: Basic combat training means automatic rifles do +20% damage. |
|
Perception |
: You hear directional audio when in range of a Bobblehead |
|
Perception |
: Automatic rifles now reload 10% faster and have better hip fire accuracy.
: Automatic rifles now reload 20% faster and have even better hip fire accuracy.
: Automatic rifles now reload 30% faster and have excellent hip fire accuracy. |
|
Perception |
: Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger. |
|
Perception |
: Your non-automatic rifles now do +10% damage.
: Your non-automatic rifles now do +15% damage.
: Your non-automatic rifles now do +20% damage. |
|
Perception |
: You hear directional audio when in range of a Caps Stash. |
|
Perception |
: Gain +1 Intelligence and +1 Perception between the hours of 6:00 p.m. and 6:00 a.m.
: Gain +2 Intelligence and +2 Perception between the hours of 6:00 p.m. and 6:00 a.m.
: Gain +3 Intelligence and +3 Perception between the hours of 6:00 p.m. and 6:00 a.m. |
|
Perception |
: Your automatic rifles now do +10% damage.
: Your automatic rifles now do +15% damage.
: Your automatic rifles now do +20% damage. |
|
Perception |
: You can view a target's specific damage resistances in V.A.T.S. |
|
Perception |
: Gain improved control and hold your breath 25% longer while aiming scopes.
: Gain improved control and hold your breath 50% longer while aiming scopes.
: Gain improved control and hold your breath 75% longer while aiming scopes. |
|
Perception |
: Your rifles ignore 12% armor and have a 3% chance of stagger.
: Your rifles ignore 24% armor and have a 6% chance of stagger.
: Your rifles ignore 36% armor and have a 9% chance of stagger. |
|
Perception |
: Gain +10 Energy Resistance.
: Gain +20 Energy Resistance.
: Gain +30 Energy Resistance.
: Gain +40 Energy Resistance. |
|
Perception |
: Deal +20% damage to glowing enemies.
: Deal +40% damage to glowing enemies.
: Deal +60% damage to glowing enemies. |
|
Perception |
: Your explosives detonate with a 50% larger radius.
: Your explosives detonate with twice the radius. |
|
Perception |
: Your rifles have 10% more range and more accuracy when sighted.
: Your rifles have 20% more range and even more accuracy when sighted.
: Your rifles have 30% more range and excellent accuracy when sighted. |
|
Perception |
: See a throwing arc when tossing thrown weapons, and they fly 15% further.
: See a throwing arc when tossing thrown weapons, and they fly 30% further.
: See a throwing arc when tossing thrown weapons, and they fly 50% further. |
|
Perception |
: Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger. |
|
Perception |
: Your non-automatic rifles now do +10% damage.
: Your non-automatic rifles now do +15% damage.
: Your non-automatic rifles now do +20% damage. |
|
Perception |
: Your automatic rifles now do +10% damage.
: Your automatic rifles now do +15% damage.
: Your automatic rifles now do +20% damage. |
|
Perception |
: Gain Night Vision while sneaking between the hours of 6:00 p.m. and 6:00 a.m. |
|
Endurance |
: You take 30% less radiation from eating or drinking.
: You take 60% less radiation from eating or drinking.
: You take no radiation from eating or drinking. |
|
Endurance |
: All drinks quench thirst by an additional 25%
: All drinks quench thirst by an additional 50%
: All drinks quench thirst by an additional 75% |
|
Endurance |
: Your chance to catch a disease from food is reduced by 30%
: Your chance to catch a disease from food is reduced by 60%
: Your chance to catch a disease from food is reduced by 90% |
|
Endurance |
: All food satisfies hunger by an additional 25%.
: All food satisfies hunger by an additional 50%.
: All food satisfies hunger by an additional 75%. |
|
Endurance |
: Drinking any liquid has a 30% reduced chance to cause disease.
: Drinking any liquid has a 60% reduced chance to cause disease.
: Drinking any liquid has a 90% reduced chance to cause disease. |
|
Endurance |
: Eating dog food is now three times as beneficial. |
|
Endurance |
: You are 30% less likely to catch a disease from the environment.
: You are 60% less likely to catch a disease from the environment.
: You are 90% less likely to catch a disease from the environment. |
|
Endurance |
: Chems generate 50% less thirst.
: Chems no longer generate thirst. |
|
Endurance |
: You gain increased benefit from being Well Fed or Well Hydrated
: You gain much increased benefit from being Well Fed or Well Hydrated |
|
Endurance |
: Nuka-Cola products are now twice as beneficial.
: Nuka-Cola products are now three times as beneficial. |
|
Endurance |
: Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores Health and hunger
: Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores more Health and hunger
: Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores even more Health and hunger |
|
Endurance |
: Chance of catching a disease from creatures is reduced by 30%
: Chance of catching a disease from creatures is reduced by 60%
: Chance of catching a disease from creatures is reduced by 90% |
|
Endurance |
: Using chems induces 50% less hunger.
: Chems now never induce hunger. |
|
Endurance |
: Gain gradual health regeneration while in your camp or workshop.
: Gain improved health and limb regeneration while in your camp or workshop. |
|
Endurance |
: Your limb damage is now reduced by 30%
: Your limb damage is now reduced by 60%
: Your limb damage is completely eliminated. |
|
Endurance |
: Gain +1 to STR and END between the hours of 6:00 a.m. and 6:00 p.m.
: Gain +2 to STR and END between the hours of 6:00 a.m. and 6:00 p.m.
: Gain +3 to STR and END between the hours of 6:00 a.m. and 6:00 p.m. |
|
Endurance |
: Any chems you take last 30% longer.
: Any chems you take last 60% longer.
: Any chems you take last 100% longer. |
|
Endurance |
: You no longer take Rad damage from swimming and can breathe underwater. |
|
Endurance |
: Immediately gain +20 Fire Resistance.
: Immediately gain +40 Fire Resistance.
: Immediately gain +60 Fire Resistance. |
|
Endurance |
: Gain 10 Damage and Energy Resistance while not wearing Power Armor
: Gain 20 Damage and Energy Resistance while not wearing Power Armor
: Gain 30 Damage and Energy Resistance while not wearing Power Armor
: Gain 40 Damage and Energy Resistance while not wearing Power Armor
: Gain 50 Damage and Energy Resistance while not wearing Power Armor |
|
Endurance |
: Gain +20 to max Health while between the hours of 6 p.m. and 6 a.m.
: Gain +40 to max Health while between the hours of 6 p.m. and 6 a.m. |
|
Endurance |
: Gain +25% damage bonus for 2 minutes when a player revives you.
: Gain +50% damage bonus for 2 minutes when a player revives you. |
|
Endurance |
: Gain +10 Rad resistance.
: Gain +20 Rad resistance.
: Gain +30 Rad resistance.
: Gain +40 Rad resistance. |
|
Endurance |
: Radiation now regenerates your lost health.
: Radiation now regenerates more your lost health.
: Radiation now regenerates even more your lost health. |
|
Endurance |
: The greater your rads, the greater your Strength (max +5)! |
|
Endurance |
: There's no chance you'll get addicted to alcohol. |
|
Endurance |
: You suffer 20% less from hunger and thirst.
: You suffer 40% less from hunger and thirst.
: You suffer 60% less from hunger and thirst. |
|
Endurance |
: You're half as likely to get addicted when consuming chems.
: You gain complete immunity to chem addiction. |
|
Endurance |
: Slowly regen radiation damage between the hours of 6 a.m. and 6 p.m.
: Quickly regen radiation damage between the hours of 6 a.m. and 6 p.m. |
|
Endurance |
: Gain Health regen between the hours of 6 a.m. and 6 p.m.
: Gain improved Health regen between the hours of 6 a.m. and 6 p.m. |
|
Endurance |
: Gain a total of +15% to your maximum Health
: Gain a total of +30% to your maximum Health
: Gain a total of +45% to your maximum Health |
|
Charisma |
: When you are on a team, you and your teammates gain 5% more XP.
: When you are on a team, you and your teammates gain 10% more XP.
: When you are on a team, you and your teammates gain 15% more XP. |
|
Charisma |
: Hunger and thirst grow 40% more slowly when in camp or in a team workshop.
: Hunger and thirst grow 80% more slowly when in camp or in a team workshop. |
|
Charisma |
: When adventuring alone, take 10% less damage and gain 10% AP regen.
: When adventuring alone, take 15% less damage and gain 20% AP regen.
: When adventuring alone, take 20% less damage and gain 30% AP regen. |
|
Charisma |
: Gain 6 Damage and Energy Resist (max 18) for each teammate excluding you.
: Gain 8 Damage and Energy Resist (max 24) for each teammate excluding you.
: Gain 10 Damage and Energy Resist (max 30) for each teammate excluding you.
: Gain 12 Damage and Energy Resist (max 36) for each teammate excluding you. |
|
Charisma |
: Buying and selling prices at vendors are better.
: Buying and selling prices at vendors are even better.
: Buying and selling prices at vendors are now much better. |
|
Charisma |
: Players you revive come back with health regen for 15 seconds.
: Players you revive come back with improved health regen for 30 seconds.
: Players you revive come back with high health regen for 60 seconds. |
|
Charisma |
: Bloodpacks now satisfy thirst, no longer irradiate, and heal 50% more.
: Bloodpacks satisfy more thirst, no longer irradiate, and heal 100% more.
: Bloodpacks greatly satisfy thirst, no longer irradiate, and heal 150% more. |
|
Charisma |
: Gain 1 Charisma for each teammate, excluding yourself.
: Gain 2 Charisma for each teammate, excluding yourself. |
|
Charisma |
: Stimpaks and RadAway will now work much more quickly. |
|
Charisma |
: Your luck is increased by 2 while under the influence of alcohol.
: Your luck is increased by 3 while under the influence of alcohol. |
|
Charisma |
: Players you revive have +6 Action Point regen for 10 minutes.
: Players you revive have +12 Action Point regen for 10 minutes.
: Players you revive have +18 Action Point regen for 10 minutes. |
|
Charisma |
: Your stimpaks now also heal your teammates for half the normal strength.
: Your stimpaks now also heal your teammates for 75% of normal strength.
: Your stimpaks now also heal your teammates for their full strength. |
|
Charisma |
: Revive other players with liquor. |
|
Charisma |
: The effects of alcohol are doubled. : The effects of alcohol are tripled. |
|
Charisma |
: You pay 30% fewer caps when fast traveling. |
|
Charisma |
: Players you revive are cured of all Rads. |
|
Charisma |
: Aim your gun at any Animal Below your level for 25% chance to pacify it.
: Aim your gun at any Animal Below your level for 50% chance to pacify it.
: Aim your gun at any Animal Below your level for 75% chance to pacify it. |
|
Charisma |
: Rads increase your chance to inflict 25 Rads with melee attacks.
: Rads increase your chance to inflict 50 Rads with melee attacks. |
|
Charisma |
: Your disease cures have a 50% chance to cure a disease on nearby teammates.
: Your disease cures always cure a disease on nearby teammates. |
|
Charisma |
: You regenerate health for 5 seconds after reviving another player.
: You regenerate health for 7 seconds after reviving another player.
: You regenerate health for 10 seconds after reviving another player. |
|
Charisma |
: Run 10% faster when part of a team.
: Run 20% faster when part of a team. |
|
Charisma |
: Restore some of your teammates hunger and thirst when you eat or drink
: Restore more of your teammates hunger and thirst when you eat or drink
: Restore much more of your teammates hunger and thirst when you eat or drink |
|
Charisma |
: Reduce your target's damage output by 10% for 2 seconds after you attack.
: Reduce your target's damage output by 20% for 2 seconds after you attack.
: Reduce your target's damage output by 30% for 2 seconds after you attack. |
|
Charisma |
: Positive mutation effects are 25% stronger if teammates are mutated too. |
|
Charisma |
: When affected by rads, you periodically heal 80 rads on nearby teammates.
: When affected by rads, you periodically heal 140 rads on nearby teammates.
: When affected by rads, you periodically heal 200 rads on nearby teammates. |
|
Charisma |
: Make your target receive 5% more damage for 5 seconds after you attack.
: Make your target receive 6% more damage for 7 seconds after you attack.
: Make your target receive 7% more damage for 10 seconds after you attack. |
|
Charisma |
: Teammates hit by your flame weapons regen health briefly (no Molotov).
: Teammates hit by your flame weapons regen more health briefly (no Molotov).
: Teammates hit by your flame weapons regen even more health briefly (no Molotov). |
|
Charisma |
: Aim your gun at a creature below your level for a 25% chance to pacify it.
: Aim your gun at a creature below your level for a 50% chance to pacify it.
: Aim your gun at a creature below your level for a 75% chance to pacify it. |
|
Intelligence |
: Stimpaks restore 15% more lost Health.
: Stimpaks restore 30% more lost Health.
: Stimpaks restore 45% more lost Health. |
|
Intelligence |
: Gain +1 hacking skill, and terminal lock-out time is reduced. |
|
Intelligence |
: Your pipe weapons break 30% more slowly and are cheaper to repair.
: Your pipe weapons break 60% more slowly and are cheaper to repair.
: Your pipe weapons break 90% more slowly and are cheaper to repair. |
|
Intelligence |
: RadAway removes 30% more radiation.
: RadAway removes 60% more radiation.
: RadAway removes twice as much radiation. |
|
Intelligence |
: Melee weapons break 10% slower and you can craft Tier 1 melee weapons. (Plans required)
: Melee weapons break 20% slower and you can craft Tier 2 melee weapons. (Plans required)
: Melee weapons break 30% slower and you can craft Tier 3 melee weapons. (Plans required)
: Melee weapons break 40% slower and you can craft Tier 4 melee weapons. (Plans required)
: Melee weapons break 50% slower and you can craft Tier 5 melee weapons. (Plans required) |
|
Intelligence |
: Your explosives do +20% damage.
: Your explosives do +40% damage.
: Your explosives do +60% damage.
: Your explosives do +80% damage.
: Your explosives do +100% damage. |
|
Intelligence |
: Guns break 10% slower and you can now craft Tier 1 guns. (Plans required)
: Guns break 20% slower and you can now craft Tier 2 guns. (Plans required)
: Guns break 30% slower and you can now craft Tier 3 guns. (Plans required)
: Guns break 40% slower and you can now craft Tier 4 guns. (Plans required)
: Guns break 50% slower and you can now craft Tier 5 guns. (Plans required) |
|
Intelligence |
: Obtain more components when you scrap weapons and armor. |
|
Intelligence |
: You can now craft advanced armor mods. (plans required)
: Crafting armor now costs fewer materials.
: Your crafted armor has improved durability. |
|
Intelligence |
: Crafting workshop items now costs 25% fewer materials.
: Crafting workshop items now costs 50% fewer materials. |
|
Intelligence |
: You can now craft energy guns. (plans required)
: You can now craft rank 1 energy gun mods. (plans required) |
|
Intelligence |
: Gain +1 hacking skill, and terminal lock-out time is reduced. |
|
Intelligence |
: You can repair armor and Power Armor to 130% of normal maximum condition.
: You can repair armor and Power Armor to 160% of normal maximum condition.
: You can repair armor and Power Armor to 200% of normal maximum condition. |
|
Strength |
: Energy weapon ammo weighs 30% less.
: Energy weapon ammo weighs 60% less.
: Energy weapon ammo weighs 90% less. |
|
Intelligence |
: You deal +40% damage to workshop objects.
: You deal +80% damage to workshop objects.
: You deal +120% damage to workshop objects. |
|
Intelligence |
: You can craft Rank 2 energy gun mods. (plans required)
: Crafting energy guns now cost fewer materials. |
|
Intelligence |
: You get double the quantity when you craft chems! |
|
Intelligence |
: In Power Armor, heavy guns gain more accuracy and ignore 15% armor.
: In Power Armor, heavy guns gain even more accuracy and ignore 30% armor.
: In Power Armor, heavy guns gain excellent accuracy and ignore 45% armor. |
|
Intelligence |
: Gain +1 hacking skill, and terminal lock-out time is reduced. |
|
Intelligence |
: You can repair any weapon to 130% of normal maximum condition.
: You can repair any weapon to 160% of normal maximum condition.
: You can repair any weapon to 200% of normal maximum condition. |
|
Intelligence |
: You can now craft advanced power armor mods. (Plans required)
: Crafting Power Armor now costs fewer materials.
: Your crafted power armor now has improved durability. |
|
Intelligence |
: You can now craft Rank 3 energy gun mods. (Plans required)
: Your crafted energy guns have improved durability. |
|
Intelligence |
: Your Power Armor breaks 20% more slowly and is cheaper to repair.
: Your Power Armor breaks 40% more slowly and is cheaper to repair.
: Your Power Armor breaks 60% more slowly and is cheaper to repair. |
|
Intelligence |
: While below 20% Health, gain 20 damage resist, 10% damage and 15% AP regen.
: While below 20% Health, gain 30 damage resist, 15% damage and 15% AP regen.
: While below 20% Health, gain 40 damage resist, 20% damage and 15% AP regen. |
|
Intelligence |
: Hack an enemy robot for a 25% chance to pacify it.
: Hack an enemy robot for a 50% chance to pacify it.
: Hack an enemy robot for a 75% chance to pacify it. |
|
Intelligence |
: All Power Armor parts and chassis weights are reduced by 25% longer.
: All Power Armor parts and chassis weights are reduced by 50% longer.
: All Power Armor parts and chassis weights are reduced by 75% longer. |
|
Intelligence |
: Fusion Cores now last 30% longer.
: Fusion Cores now last 60% longer.
: Fusion Cores duration is now doubled. |
|
Intelligence |
: You can now craft crossbows, black powder guns, and more! (plans required)
: You can now craft rank 2 exotic weapon mods. |
|
Agility |
: Action points generate 15% faster.
: Action points generate 30% faster.
: Action points generate 45% faster. |
|
Agility |
: Falling below 20% health will automatically use a Stimpak, once every 20s.
: Falling below 30% health will automatically use a Stimpak, once every 20s.
: Falling below 40% health will automatically use a Stimpak, once every 20s. |
|
Agility |
: Your running speed is increased by 10% when you have a pistol equipped.
: Your running speed is increased by 20% when you have a pistol equipped. |
|
Agility |
: Gain +15 Damage and Energy Resistance while sprinting. (No Power Armor)
: Gain +30 Damage and Energy Resistance while sprinting. (No Power Armor)
: Gain +45 Damage and Energy Resistance while sprinting. (No Power Armor) |
|
Agility |
: Your non-automatic pistols now do +10% damage.
: Your non-automatic pistols now do +15% damage.
: Your non-automatic pistols now do +20% damage. |
|
Agility |
: Food and drink weights are reduced by 30%.
: Food and drink weights are reduced by 60%.
: Food and drink weights are reduced by 90%. |
|
Agility |
: Sprint 10% faster at increased AP cost when your health is below 40%.
: Sprint 20% faster at increased AP cost when your health is below 50%. |
|
Agility |
: Your pistols weigh 25% less.
: Your pistols weigh 50% less.
: Your pistols weigh 75% less. |
|
Agility |
: Your automatic pistols now do +10% damage.
: Your automatic pistols now do +15% damage.
: Your automatic pistols now do +20% damage. |
|
Agility |
: Sprinting consumes 20% fewer Action Points.
: Sprinting consumes 30% fewer Action Points.
: Sprinting consumes 40% fewer Action Points. |
|
Agility |
: Sneak attacks with melee weapons do 2.3x normal damage.
: Sneak attacks with melee weapons do 2.6x normal damage.
: Sneak attacks with melee weapons do 3x normal damage. |
|
Agility |
: Each AGI point adds +1 damage and energy resist (max 15) (no power armor)
: Each AGI point adds +2 damage and energy resist (max 30) (no power armor)
: Each AGI point adds +3 damage and energy resist (max 45) (no power armor) |
|
Agility |
: Gain Pistol hip fire accuracy and a 2% chance to cripple a limb.
: Gain more Pistol hip fire accuracy and a 3% chance to cripple a limb.
: Gain excellent Pistol hip fire accuracy and a 4% chance to cripple a limb. |
|
Agility |
: You are 25% harder to detect while sneaking.
: You are 50% harder to detect while sneaking.
: You are 75% harder to detect while sneaking. |
|
Agility |
: You can craft and disarm better traps and craft better turrets. (Plans required)
: You can craft and disarm advanced traps and craft advanced turrets.
: You can craft and disarm expert traps and craft expert turrets. |
|
Agility |
: Your non-automatic pistols now do +10% damage.
: Your non-automatic pistols now do +15% damage.
: Your non-automatic pistols now do +20% damage. |
|
Agility |
: Your automatic pistols now do +10% damage.
: Your automatic pistols now do +15% damage.
: Your automatic pistols now do +20% damage. |
|
Agility |
: Your ranged sneak attacks deal 2.15x normal damage.
: Your ranged sneak attacks deal 2.3x normal damage.
: Your ranged sneak attacks deal 2.5x normal damage. |
|
Agility |
: Your shotguns gain a 5% stagger chance and a 10% chance to cripple a limb.
: Your shotguns gain a 10% stagger chance and a 20% chance to cripple a limb.
: Your shotguns gain a 15% stagger chance and a 30% chance to cripple a limb. |
|
Agility |
: Take 40% less damage from falling.
: Take 80% less damage from falling. |
|
Agility |
: Produce 40% more rounds when crafting ammunition.
: Produce 80% more rounds when crafting ammunition. |
|
Agility |
: Sneak to lose enemies, and running no longer affects stealth. |
|
Agility |
: At night your silenced weapons do an additional 25% sneak attack damage.
: At night your silenced weapons do an additional 50% sneak attack damage. |
|
Agility |
: While sneaking, you never trigger mines or floor-based traps. |
|
Agility |
: Your armor breaks 30% more slowly and is cheaper to repair.
: Your armor breaks 60% more slowly and is cheaper to repair.
: Your armor breaks 90% more slowly and is cheaper to repair. |
|
Agility |
: Your non-automatic pistols now do +10% damage.
: Your non-automatic pistols now do +15% damage.
: Your non-automatic pistols now do +20% damage. |
|
Agility |
: Your automatic pistols now do +10% damage.
: Your automatic pistols now do +15% damage.
: Your automatic pistols now do +20% damage. |
|
Agility |
: Avoid 10% of incoming damage at the cost of 30 Action Points per hit.
: Avoid 20% of incoming damage at the cost of 30 Action Points per hit.
: Avoid 30% of incoming damage at the cost of 30 Action Points per hit. |
|
Agility |
: Stealth Boys last twice as long.
: Stealth Boys last three times as long.
: Stealth Boys last four times as long. |
|
Agility |
: Gain +6% (max +36%) damage for 30s per kill. Duration refreshes with kills.
: Gain +7% (max +42%) damage for 30s per kill. Duration refreshes with kills.
: Gain +8% (max +48%) damage for 30s per kill. Duration refreshes with kills.
: Gain +9% (max +54%) damage for 30s per kill. Duration refreshes with kills.
: Gain +10% (max +60%) damage for 30s per kill. Duration refreshes with kills. |
|
Agility |
: V.A.T.S. swaps target on kill with +10% damage to your next target.
: V.A.T.S. swaps target on kill with +10% then +20% damage to your next 2 targets.
: V.A.T.S. swaps target on kill with +10%, 20% then +30% damage to your next 3 targets. |
|
Luck |
: 40% chance to find extra first aid Chems when you "Search" a chem container.
: 60% chance to find extra first aid Chems when you "Search" a chem container.
: 80% chance to find extra first aid Chems when you "Search" a chem container. |
|
Luck |
: 40% chance to find extra ammo when you "Search" an ammo container.
: 60% chance to find extra ammo when you "Search" an ammo container.
: 80% chance to find extra ammo when you "Search" an ammo container. |
|
Luck |
: While below 30% health, gain a 15% chance to avoid damage.
: While below 30% health, gain a 30% chance to avoid damage.
: While below 30% health, gain a 45% chance to avoid damage. |
|
Luck |
: 40% chance to find an extra canned food when you "Search" a food container.
: 60% chance to find an extra canned food when you "Search" a food container.
: 80% chance to find an extra canned food when you "Search" a food container. |
|
Luck |
: Food in your inventory will spoil 30% more slowly.
: Food in your inventory will spoil 60% more slowly.
: Food in your inventory will spoil 90% more slowly. |
|
Luck |
: Carry junk to gain up to 10 Damage and Energy Resistance. (No Power Armor)
: Carry junk to gain up to 20 Damage and Energy Resistance. (No Power Armor)
: Carry junk to gain up to 30 Damage and Energy Resistance. (No Power Armor) |
|
Luck |
: Stimpaks may generate edible meat tissue. Higher Rads improve the chance.
: Stimpaks generate edible meat. Higher Rads improve the chance.
: Stimpaks generate excessive edible meat. Higher Rads improve the chance. |
|
Luck |
: Slight chance your weapon will repair itself when hitting an enemy.
: Chance your weapon will repair itself even more when hitting an enemy.
: Chance your weapon will greatly repair itself when hitting an enemy. |
|
Luck |
: You have a chance to find more bottle caps when opening a caps stash.
: You have a better chance to find more bottle caps when opening a caps stash.
: You always find more bottle caps when opening a caps stash. |
|
Luck |
: Collect twice as much when harvesting wood. |
|
Luck |
: The benefits of bobbleheads and magazines last twice as long. |
|
Luck |
: Every kill in V.A.T.S. has a 5% chance to refill your Critical meter.
: Every kill in V.A.T.S. has a 10% chance to refill your Critical meter.
: Every kill in V.A.T.S. has a 15% chance to refill your Critical meter. |
|
Luck |
: You have a 50% chance to keep your Stimpak when you revive another player. |
|
Luck |
: Slight chance your equipped armor will repair itself when struck.
: Chance your equipped armor will repair itself even more when struck.
: Chance your equipped armor will greatly repair itself when struck. |
|
Luck |
: The Mysterious Stranger will appear occasionally in V.A.T.S. to lend a hand.
: The Mysterious Stranger appears more often in V.A.T.S. to lend a hand.
: The Mysterious Stranger appears so much in V.A.T.S. , he knows you by name. |
|
Luck |
: You drop a live grenade from your inventory when you die. |
|
Luck |
: Each hit in V.A.T.S has a chance to fill your critical meter.
: Each hit in V.A.T.S has a better chance to fill your critical meter.
: Each hit in V.A.T.S has excellent chance to fill your critical meter. |
|
Luck |
: Less chance for you to mutate from rads or for Radaway to cure mutations.
: You will never mutate from rads and Radaway will never cure mutations. |
|
Luck |
: Heavy guns gain a 4% stagger chance and a 4% chance to cripple a limb.
: Heavy guns gain a 8% stagger chance and a 8% chance to cripple a limb.
: Heavy guns gain a 12% stagger chance and a 12% chance to cripple a limb. |
|
Luck |
: Any kill in V.A.T.S has a 15% chance to restore all Action Points.
: Any kill in V.A.T.S has a 25% chance to restore all Action Points.
: Any kill in V.A.T.S has a 35% chance to restore all Action Points. |
|
Luck |
: Gain Health regeneration while outside during rain or Rad Storms.
: Gain high Health regeneration while outside during rain or Rad Storms. |
|
Luck |
: Your rifle attacks have a 5% chance of crippling a limb.
: Your rifle attacks have a 10% chance of crippling a limb.
: Your rifle attacks have a 15% chance of crippling a limb. |
|
Luck |
: Gain a 6% chance to deflect back some of enemies' ranged damage. (no PvP)
: Gain a 12% chance to deflect back some of enemies' ranged damage. (no PvP)
: Gain a 18% chance to deflect back some of enemies' ranged damage. (no PvP) |
|
Luck |
: Gain a 6% chance to instantly reload when your clip is empty.
: Gain a 12% chance to instantly reload when your clip is empty.
: Gain a 18% chance to instantly reload when your clip is empty. |
|
Luck |
: 5% bonus damage means enemies may explode into a gory red paste.
: 10% bonus damage means enemies may explode into a gory red paste.
: 15% bonus damage means enemies may explode into a gory red paste. |
|
Luck |
: Critical Hits now only consume 85% of your critical meter.
: Critical Hits now only consume 70% of your critical meter.
: Critical Hits now only consume 55% of your critical meter. |
|
Luck |
: The negative effects of your mutations are reduced by 25%.
: The negative effects of your mutations are reduced by 50%.
: The negative effects of your mutations are reduced by 75%. |
|
Luck |
: V.A.T.S critical now do +20% damage.
: V.A.T.S critical now do +30% damage.
: V.A.T.S critical now do +40% damage. |
|
Luck |
: A mysterious savior will occasionally appear to revive you when downed.
: A mysterious savior will frequently appear to revive you when downed.
: A mysterious savior will regularly appear to revive you when downed. |
|
Luck |
: When you craft anything, there is a 10% chance you'll get double results.
: When you craft anything, there is a 20% chance you'll get double results.
: When you craft anything, there is a 30% chance you'll get double results. |
It's stated on this page and the perk card pack page that to get duplicate cards you need perk card packs. You can also choose to get the same perk card through leveling, as well.
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