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. |