Fallout 4 Atlas

Fallout 4 Perks


List of all available Fallout 4 perks. It contains name of perk, its description and list of available ranks.

There are a total of 70 perks and they are divided into groups of 10 under each of the seven S.P.E.C.I.A.L. stats. Each perk has from 1 to 5 ranks, and the player is able to choose one perk every level.


StrengthPerceptionEnduranceCharismaIntelligenceAgilityLuck

Strength

Strength is a measure of your raw physical power. It affects how much you can carry, and the damage of all melee attacks.

Iron Fist - Fallout 4 Perk

1. Iron Fist

Requires 1 point of Strength.

Rank 1Channel your chi to unleash devastating fury! Punching attacks no do 20% more damage.

Rank 2Requires level 9. Punching attacks now do 40% more damage and can disarm your opponent.

Rank 3Requires level 18. Punching attacks now do 60% more damage. Unarmed Power Attacks have a chance to cripple one of your opponent's limbs.

Rank 4Requires level 31. Punching attacks now do 80% more damage. Unarmed Power Attacks have an increased chance to cripple one of your opponent's limbs.

Rank 5Requires level 46. Punching attacks now do double damage. Criticals in V.A.T.S. will paralyze your opponent.

Big Leagues - Fallout 4 Perk

2. Big Leagues

Requires 2 points of Strength.

Rank 1Swing for the fences! Do 20% more melee weapon damage.

Rank 2Requires level 7. You now do 40% more melee weapon damage and gain a chance to disarm your opponent.

Rank 3Requires level 15. You now do 60% more melee weapon damage and gain an increased chance to disarm your opponent.

Rank 4Requires level 27. You now do 80% more melee weapon damage and hit all targets in front of you.

Rank 5Requires level 42. You now do double damage with a melee weapon, and gain a chance to cripple your opponent, or grand slam their head clean off!

Armorer - Fallout 4 Perk

3. Armorer

Requires 3 points of Strength.

Rank 1Protect yourself from the dangers of the Wasteland with access to base level and Rank 1 armor mods.

Rank 2Requires level 13. You gain access to Rank 2 armor mods

Rank 3Requires level 25. You gain access to Rank 3 armor mods

Rank 4Requires level 39. You gain access to Rank 4 armor mods

Blacksmith - Fallout 4 Perk

4. Blacksmith

Requires 4 points of Strength.

Rank 1Fire up the forge and gain access to base level and Rank 1 melee weapon mods.

Rank 2Requires level 16. You gain access to Rank 2 melee weapon mods

Rank 3Requires level 29. You gain access to Rank 3 melee weapon mods

Heavy Gunner - Fallout 4 Perk

5. Heavy Gunner

Requires 5 points of Strength.

Rank 1Thanks to practice and conditioning, heavy guns do 20% more damage.

Rank 2Requires level 11. Heavy guns now do 40% more damage, and have improved hip fire accuracy.

Rank 3Requires level 21. Heavy guns now do 60% more damage. Hip fire accuracy is increased even more.

Rank 4Requires level 35. Heavy guns now do 80% more damage and have a chance to stagger your opponent.

Rank 5Requires level 47. Heavy guns now do double damage.

Strong Back - Fallout 4 Perk

6. Strong Back

Requires 6 points of Strength.

Rank 1What are you, part pack mule? Gain +25 to carry weight

Rank 2Requires level 10. You now have +50 to carry weight.

Rank 3Requires level 20. When overencumberred, you can use Action Points to run.

Rank 4Requires level 30. When overencumbered, you can fast travel.

Stead Aim - Fallout 4 Perk

7. Stead Aim

Requires 7 points of Strength.

Rank 1Stay on target! Hip-fire accuracy is improved when firing any gun.

Rank 2Requires level 28. Hip-fire accuracy is improved even more when firing any gun.

Basher - Fallout 4 Perk

8. Basher

Requires 8 points of Strength.

Rank 1Get up close and personal! Gun bashing does 25% more damage.

Rank 2Requires level 5. Gun bashing now does 50% more damage and possibly cripples your opponent.

Rank 3Requires level 14. Gun bashing now does 75% more damage and has an increased chance to cripple your opponent.

Rank 4Requires level 26. Gun bashing does double damage and has an increased chance to cripple your opponent. It may also inflict a Critical Hit.

Rooted - Fallout 4 Perk

9. Rooted

Requires 9 points of Strength.

Rank 1You're part tree! While standing still, you gain +25 Damage Resistance and your melee and unarmed attacks deal 25% more damage.

Rank 2Requires level 22. While standing still, you now gain +50 Damage Resistance and your melee and unarmed attacks deal 50% more damage.

Rank 3Requires level 43. While standing still, you may automatically disarm enemies that use melee weapons against you.

Pain Train - Fallout 4 Perk

10. Pain Train

Requires 10 points of Strength.

Rank 1Choo Choo! All aboard! While wearing Power Armor,sprinting into enemies hurts and staggers them. (Robots and oversized enemies are immune to the stagger.)

Rank 2Requires level 24. Sprinting into enemies while wearing Power Armor now causes severe damage and a more powerful stagger. (Robots and oversized enemies are immune to the stagger.)

Rank 3Requires level 50. Sprinting into enemies while wearing Power Armor now causes massive damage and knocks them down. Impact landing near enemies inflicts even more damage.

Perception

Perception is your environmental awareness and "sixth sense", and affects weapon accuracy in V.A.T.S.

Pickpocket - Fallout 4 Perk

1. Pickpocket

Requires 1 point of Perception.

Rank 1Your quick hands and sticky fingers make picking pockets 25% easier.

Rank 2Requires level 6. Picking pockets is now 50% easier. You can place a live grenade in a person's inventory.

Rank 3Requires level 17. Picking pockets is now 75% easier, and you can steal equipped weapons.

Rank 4Requires level 30. Picking pockets is now twice as easy, and you can steal equipped items.

Rifleman - Fallout 4 Perk

2. Rifleman

Requires 2 points of Perception.

Rank 1Keep your distance long and your kill-count high. Attacks with non-automatic rifles do 20% more damage

Rank 2Requires level 9. Attacks with non-automatic rifles do 40% more damage and ignore 15% of a target's armor.

Rank 3Requires level 18. Attacks with non-automatic rifles do 60% more damage and ignore 20% of a target's armor.

Rank 4Requires level 31. Attacks with non-automatic rifles do 80% more damage and ignore 25% of a target's armor. They also have a slight chance of crippling a limb.

Rank 5Requires level 46. Attacks with non-automatic rifles do double damage and ignore 30% of a target's armor. They also have a slightly higher chance of crippling a limb.

Awareness - Fallout 4 Perk

3. Awareness

Requires 3 points of Perception.

Rank 1To defeat your enemies, know their weaknesses! You can view a target's specific damage resistances in V.A.T.S.

Locksmith - Fallout 4 Perk

4. Locksmith

Requires 4 points of Perception.

Rank 1Your nimble fingers allow you to pick advanced locks.

Rank 2Requires level 7. You can pick Expert locks.

Rank 3Requires level 18. You can pick Master locks.

Rank 4Requires level 41. Your bobby pins never break during lockpicking.

Demolition Expert - Fallout 4 Perk

5. Demolition Expert

Requires 5 points of Perception.

Rank 1The bigger the boom, the better! Your explosives do 25% more damage, and you can craft explosives at any Chemistry Station.

Rank 2Requires level 10. Your explosives do 50% more damage, and grenades gain a throwing arc.

Rank 3Requires level 22. Your explosives do 75% more damage and affect a larger area.

Rank 4Requires level 34. Your explosives now do double damage. Mines and grenades shot in V.A.T.S explode for double damage, too.

Night Person - Fallout 4 Perk

6. Night Person

Requires 6 points of Perception.

Rank 1You are a creature of the night! Gain +2 to Intelligence and Perception between the hours of 6:00 p.m. and 6:00 a.m.

Rank 2Requires level 25. You now have +3 to Intelligence and Perception between the hours of 6:00 p.m. and 6:00 a.m., and night vision when sneaking.

Refractor - Fallout 4 Perk

7. Refractor

Requires 7 points of Perception.

Rank 1You must be part mirror! Instantly gain +10 Energy Resistance.

Rank 2Requires level 11. You now have +20 Energy Resistance.

Rank 3Requires level 21. You now have +30 Energy Resistance.

Rank 4Requires level 35. You now have +40 Energy Resistance.

Rank 5Requires level 42. You now have +50 Energy Resistance.

Sniper - Fallout 4 Perk

8. Sniper

Requires 8 points of Perception.

Rank 1It's all about focus. You have improved control and can hold your breath longer when aiming with scopes.

Rank 2Requires level 13. Non-automatic, scoped rifles have a chance of knocking down your target.

Rank 3Requires level 26. Non-automatic, scoped rifles gain +25% accuracy to head shot in V.A.T.S.

Penetrator - Fallout 4 Perk

9. Penetrator

Requires 9 points of Perception.

Rank 1There's no place to hide! In V.A.T.S you can target an enemy's body parts that are blocked by cover, with a decrease in accuracy.

Rank 2Requires level 28. In V.A.T.S when you target an enemy's body parts that are blocked by cover, there is no decrease in accuracy.

Concentrated Fire - Fallout 4 Perk

10. Concentrated Fire

Requires 10 points of Perception.

Rank 1Stay Focused! In V.A.T.S every attack on the same body part gains +10% accuracy.

Rank 2Requires level 26. In V.A.T.S every attack on the same body part gains +15% accuracy.

Rank 3Requires level 50. In V.A.T.S every attack on the same body part gains +20% accuracy and does 20% more damage.

Endurance

Endurance is a measure of your overall physical fitness. It affects your total Health and the Action Point drain from sprinting.

Toughness - Fallout 4 Perk

1. Toughness

Requires 1 point of Endurance.

Rank 1If nothing else, you can take a beating! Instantly gain +10 Damage Resistance

Rank 2Requires level 9. You now have +20 damage resistance.

Rank 3Requires level 18. You now have +30 damage resistance.

Rank 4Requires level 31. You now have +40 damage resistance.

Rank 5Requires level 46. You now have +50 damage resistance.

Lead Belly - Fallout 4 Perk

2. Lead Belly

Requires 2 points of Endurance.

Rank 1Your digestive tract has adjusted to the weirdness of the Wasteland! Take less radiation from eating or drinking.

Rank 2Requires level 6. You take even less radiation from eating or drinking.

Rank 3Requires level 17. You take no radiation from eating or drinking.

Life Giver - Fallout 4 Perk

3. Life Giver

Requires 3 points of Endurance.

Rank 1You embody wellness! Instantly gain +20 maximum Health.

Rank 2Requires level 8. You instantly gain another +20 maximum Health.

Rank 3Requires level 20. You instantly gain another +20 maximum Health, and slowly regenerate lost Health.

Chem Resistant - Fallout 4 Perk

4. Chem Resistant

Requires 4 points of Endurance.

Rank 1All the rush without the hassle! You're 50% less likely to get addicted when consuming Chems

Rank 2Requires level 22. You gain complete immunity to chem addiction.

Aquaboy - Fallout 4 Perk

5. Aquaboy

Requires 5 points of Endurance.

Rank 1Water is your ally. You no longer take radiation damage from swimming, and can breathe underwater

Rank 2Requires level 21. You become totally undetectable while submerged.

Rad Resistant - Fallout 4 Perk

6. Rad Resistant

Requires 6 points of Endurance.

Rank 1Exposure to the Wasteland has made you more resilient, instantly granting +10 Radiation Resistance.

Rank 2Requires level 13. You now have +20 Radiation Resistance.

Rank 3Requires level 26. You now have +30 Radiation Resistance.

Adamantium Skeleton - Fallout 4 Perk

7. Adamantium Skeleton

Requires 7 points of Endurance.

Rank 1Your skeleton has been infused with indestructible metal, reducing limb damage by 30%.

Rank 2Requires level 13. Your limb damage is now reduced by 60%.

Rank 3Requires level 26. Your limb damage is completely eliminated.

Cannibal - Fallout 4 Perk

8. Cannibal

Requires 8 points of Endurance.

Rank 1Feast on mortal flesh to heal your wounds! Eating human corpses restores Health.

Rank 2Requires level 19. Eating Ghoul or Super Mutant corpses restores Health.

Rank 3Requires level 38. Eating human, Ghoul or Super Mutant corpses now restores a significant amount of Health.

Ghoulish - Fallout 4 Perk

9. Ghoulish

Requires 9 points of Endurance.

Rank 1Sure, you're still human - on the outside! Radiation now regenerates your lost Health.

Rank 2Requires level 24. Radiation now regenerates even more of your lost Health.

Rank 3Requires level 48. Radiation now regenerates even more of your lost Health, and some Feral Ghouls will randomly become friendly.

Solar Powered - Fallout 4 Perk

10. Solar Powered

Requires 10 points of Endurance.

Rank 1Catch some rays! Gain +2 to Strength and Edurance between the hours of 6:00a.m. and 6:00p.m.

Rank 2Requires level 27. Sunlight slowly heals your radiation damage.

Rank 3Requires level 50. Sunlight slowly regenerates your lost Health.

Charisma

Charisma is your ability to charm and convince others. It affects your success to persuade in dialogue and prices when you barter.

Cap Collector - Fallout 4 Perk

1. Cap Collector

Requires 1 point of Charisma.

Rank 1You've mastered the art of the deal! Buying and selling prices at vendors are better.

Rank 2Requires level 20. Buying and selling prices of vendors are now much better.

Rank 3Requires level 41. You can now invest a total of 500 caps to raise a store's buying capacity.

Lady Killer - Fallout 4 Perk

2. Lady Killer

Requires 2 points of Charisma.

Rank 1You're charming... and dangerous. Men/Women suffer +5% damage in combat, and are easier to persuade in dialogue.

Rank 2Requires level 7. Men/Women now suffer +10% damage in combat, and are even easier to persuade in dialogue. They are also easier to pacify with the Intimidation perk.

Rank 3Requires level 16. Men/Women now suffer +15% damage in combat, and are much easier to persuade in dialogue. They are now even easier to pacify with the Intimidation perk.

Lone Wanderer - Fallout 4 Perk

3. Lone Wanderer

Requires 3 points of Charisma.

Rank 1Who needs friends, anyway? When adventuring without a companion, you take 15% less damage and carry weight increases by 50.

Rank 2Requires level 17. When adventuring without a companion, you take 30% less damage and carry weight increases by 100

Rank 3Requires level 40. When adventuring without a companion, you do 25% more damage.

Attack Dog - Fallout 4 Perk

4. Attack Dog

Requires 4 points of Charisma.

Rank 1Your faithful canine companion can hold an enemy, giving you a greater chance to hit them in V.A.T.S.

Rank 2Requires level 9. When your dog holds an enemy, there's a chance he'll cripple the limb he's biting.

Rank 3Requires level 25. When your dog holds an enemy, there's a chance he'll cause them to bleed.

Animal Friend - Fallout 4 Perk

5. Animal Friend

Requires 5 points of Charisma.

Rank 1Commune with beasts! With your gun, aim at any animal below your level and gain a chance to pacify it.

Rank 2Requires level 12. When you successfully pacify an animal, you can incite it to attack

Rank 3Requires level 28. When you successfully pacify an animal, you can give it specific commands

Local Leader - Fallout 4 Perk

6. Local Leader

Requires 6 points of Charisma.

Rank 1As the ruler everyone turns to, you are able to establish supply lines between your workshop settlements.

Rank 2Requires level 14. You can build stores and workstations at workshop settlements.

Party Boy - Fallout 4 Perk

7. Party Boy

Requires 7 points of Charisma.

Rank 1Nobody has a good time like you! There's no chance you'll get addicted to alcohol.

Rank 2Requires level 15. The effects of alcohol are doubled.

Rank 3Requires level 37. Your Luck is increased by 3 while you're under the influence of alcohol.

Traditional - Fallout 4 Perk

8. Traditional

Requires 8 points of Charisma.

Rank 1Because you lead by example, your companion does more damage in combat, and cannot hurt you.

Rank 2Requires level 19. Your companion resists more damage in combat, and can't be harmed by your attacks.

Rank 3Requires level 43. Your companion can carry more items.

Wasteland Whisperer - Fallout 4 Perk

9. Wasteland Whisperer

Requires 9 points of Charisma.

Rank 1Master the post-apocalypse! With your gun, aim at any Wasteland creature below your level and gain a chance to pacify it.

Rank 2Requires level 21. When you successfully pacify a creature, you can incite it to attack.

Rank 3Requires level 49. When you successfully pacify a creature, you can give it specific commands.

Intimidation - Fallout 4 Perk

10. Intimidation

Requires 10 points of Charisma.

Rank 1Time to show everyone who's boss! With your gun, aim at any human opponent below your level and gain a chance to pacify them.

Rank 2Requires level 23. When you successfully pacify someone, you can incite them to attack.

Rank 3Requires level 50. When you successfully pacify someone, you can give them specific commands.

Intelligence

Intelligence is a measure of your overall mental acuity, and affects the number of Experience Points earned.

V.A.N.S. - Fallout 4 Perk

1. V.A.N.S.

Requires 1 point of Intelligence.

Rank 1Let Vault-Tec guide you! The path to your closest quest target is displayed in V.A.T.S.

Medic - Fallout 4 Perk

2. Medic

Requires 2 points of Intelligence.

Rank 1Is there a doctor in the house? Stimpaks restore 40% of lost Health, and RadAway removes 40% of radiation.

Rank 2Requires level 18. Stimpaks restore 60% of lost Health, and RadAway removes 60% of radiation.

Rank 3Requires level 30. Stimpaks restore 80% of lost Health, and RadAway removes 80% of radiation.

Rank 4Requires level 49. Stimpaks and RadAway restore all lost health and radiation, and work much more quickly.

Gun Nut - Fallout 4 Perk

3. Gun Nut

Requires 3 points of Intelligence.

Rank 1Shoot first, kill first,with access to base level and Rank 1 gun mods.

Rank 2Requires level 13. You gain access to Rank 2 gun mods.

Rank 3Requires level 25. You gain access to Rank 3 gun mods.

Rank 4Requires level 39. You gain access to Rank 4 gun mods.

Hacker - Fallout 4 Perk

4. Hacker

Requires 4 points of Intelligence.

Rank 1Knowledge of cutting-edge computer encryption allows you to hack Advanced terminals.

Rank 2Requires level 9. You can hack Expert terminals.

Rank 3Requires level 21. You can hack Master terminals.

Rank 4Requires level 33. When hacking, you never get locked out of a terminal when things go wrong.

Scrapper - Fallout 4 Perk

5. Scrapper

Requires 5 points of Intelligence.

Rank 1Waste not, want not! You can salvage uncommon components like screws, aluminum, and copper when scrapping weapons and armor.

Rank 2Requires level 23. You can salvage rare components like circuitry, nuclear material, and fiber optics when scrapping weapons and armor. Items with favorited components are highlighted.

Science! - Fallout 4 Perk

6. Science!

Requires 6 points of Intelligence.

Rank 1Take full advantage of advanced technology with access to base level and Rank 1 high-tech mods.

Rank 2Requires level 17. You gain access to Rank 2 high-tech mods.

Rank 3Requires level 28. You gain access to Rank 3 high-tech mods.

Rank 4Requires level 41. You gain access to Rank 4 high-tech mods.

Chemist - Fallout 4 Perk

7. Chemist

Requires 7 points of Intelligence.

Rank 1Any chems you take last 50% longer. Far out.

Rank 2Requires level 16. Any chems you take now last twice as long.

Rank 3Requires level 32. Any chems you take now last an additional 150% longer.

Rank 4Requires level 45. Any chems you take now last an additional 200% longer.

Robotics Expert - Fallout 4 Perk

8. Robotics Expert

Requires 8 points of Intelligence.

Rank 1Machines will always serve humans, if you have anything to say about it. Hack a robot, and gain a chance to power it on or off, or initiate a self-destruct.

Rank 2Requires level 19. When you successfully hack a robot, you can incite it to attack.

Rank 3Requires level 44. When you successfully hack a robot, you can give it specific commands.

Nuclear Physicist - Fallout 4 Perk

9. Nuclear Physicist

Requires 9 points of Intelligence.

Rank 1You've learned to split the atom... and command it. Radiation weapons do 50% more damage and Fusion Cores last an extra 25% longer.

Rank 2Requires level 14. Radiation weapons now do double damage and Fusion Cores last an extra 50% longer.

Rank 3Requires level 26. Fusion Cores can be ejected from Power Armor like devastating grenades and Fusion Cores last twice as long.

Nerd Rage - Fallout 4 Perk

10. Nerd Rage

Requires 10 points of Intelligence.

Rank 1Genius. Is. ANGRY! When your Health drops below 20%, time slows and you gain +20 Damage resistance and do 20% more damage while the effect lasts.

Rank 2Requires level 31. You now gain 30 more Damage Resistance and do 30% more damage while Nerd Rage is in effect.

Rank 3Requires level 50. You now gain 40 more Damage Resistance and do 40% more damage while Nerd Rage is in effect. Kills you make while enraged restore some lost Health.

Agility

Agility is a measure of your overall finesse and reflexes. It affects the number of Action Points in V.A.T.S and your ability to sneak.

Gunslinger - Fallout 4 Perk

1. Gunslinger

Requires 1 point of Agility.

Rank 1Channel the spirit of the old west! Non-automatic pistols do 20% more damage.

Rank 2Requires level 7. Non-automatic pistols now do 40% more damage and have increased range.

Rank 3Requires level 15. Non-automatic pistols now do 60% more damage and range is increased even further.

Rank 4Requires level 27. Non-automatic pistols now do 80% more damage and their attacks can disarm opponents.

Rank 5Requires level 42. Non-automatic pistols now do double damage. Their attacks have a much better chance to disarm opponents, and may even cripple a limb.

Commando - Fallout 4 Perk

2. Commando

Requires 2 points of Agility.

Rank 1Rigorous combat training means automatic weapons do 20% more damage

Rank 2Requires level 11. Attacks with automatic weapons do 40% more damage, with improved hip fire accuracy.

Rank 3Requires level 21. Attacks with automatic weapons do 60% more damage. Hip fire accuracy is improved even more.

Rank 4Requires level 35. Attacks with automatic weapons do 80% more damage and gain a chance to stagger opponents.

Rank 5Requires level 49. Your automatic weapons now do double damage and have a greater chance to stagger opponents.

Sneak - Fallout 4 Perk

3. Sneak

Requires 3 points of Agility.

Rank 1Become whisper, become shadow. You are 20% harder to detect while sneaking.

Rank 2Requires level 5. You are now 30% harder to detect while sneaking, and no longer trigger floor-based traps.

Rank 3Requires level 12. You are now 40% harder to detect while sneaking, and no longer trigger enemy mines.

Rank 4Requires level 23. You are now 50% harder to detect while sneaking, and running no longer adversely affects stealth.

Rank 5Requires level 38. Engaging stealth causes distant enemies to lose you.

Mister Sandman - Fallout 4 Perk

4. Mister Sandman

Requires 4 points of Agility.

Rank 1As an agent of death, you can instantly kill a sleeping person. Your silenced weapons do an additional 15% sneak attack damage.

Rank 2Requires level 17. Your silenced weapons do an additional 30% sneak attack damage.

Rank 3Requires level 30. Your silenced weapons now do 50% more sneak attack damage.

Action Boy - Fallout 4 Perk

5. Action Boy

Requires 5 points of Agility.

Rank 1There's no time to waste! Action Points regenerate 25% faster.

Rank 2Requires level 18. Your Action Points now regenerate 50% faster.

Moving Target - Fallout 4 Perk

6. Moving Target

Requires 6 points of Agility.

Rank 1They can't hurt what they can't hit! Get 25+ Damage Resistance and 25+ Energy Resistance when you're sprinting.

Rank 2Requires level 24. You now get +50 Damage Resistance and +50 Energy Resistance when you're sprinting.

Rank 3Requires level 44. Sprinting costs 50% fewer Action Points.

Ninja - Fallout 4 Perk

7. Ninja

Requires 7 points of Agility.

Rank 1Trained as a shadow warrior, your ranged sneak attack do 2.5x normal damage and your melee attacks do 4x normal damage.

Rank 2Requires level 16. Your ranged sneak attacks do 3x normal damage and your melee sneak attacks do 5x normal damage.

Rank 3Requires level 33. Your ranged sneak attacks do 3.5x normal damage and your melee sneak attacks do 10x normal damage.

Quick Hands - Fallout 4 Perk

8. Quick Hands

Requires 8 points of Agility.

Rank 1In combat, there's no time to hesitate. You can reload all guns faster.

Rank 2Requires level 28. Reloading guns costs no Action Points in V.A.T.S.

Blitz - Fallout 4 Perk

9. Blitz

Requires 9 points of Agility.

Rank 1Find the gap and make the tackle! V.A.T.S. melee distance is increased significantly.

Rank 2Requires level 29. V.A.T.S. melee distance is increased even more, and the farther the Blitz distance, the greater the damage.

Gun-Fu - Fallout 4 Perk

10. Gun-Fu

Requires 10 points of Agility.

Rank 1You've learned to apply ancient martial arts to gunplay! Do 25% more damage to your second V.A.T.S. target and beyond.

Rank 2Requires level 26. In V.A.T.S. you do 50% more damage to your third target and beyond.

Rank 3Requires level 50. In V.A.T.S. you instantly do a Critical Hit against your fourth target and beyond.

Luck

Luck is a measure of your general good fortune, and affects the recharge rate of Critical Hits.

Fortune Finder - Fallout 4 Perk

1. Fortune Finder

Requires 1 point of Luck.

Rank 1You find more bottle caps in containers.

Rank 2Requires level 5. You find even more bottle caps in containers.

Rank 3Requires level 25. You find even more bottle caps in containers.

Rank 4Requires level 40. You find even more bottle caps in containers, and there is a chance of enemies exploding into a shower of caps when you kill them.

Scrounger - Fallout 4 Perk

2. Scrounger

Requires 2 points of Luck.

Rank 1You find more ammunition in containers.

Rank 2Requires level 7. You find even more ammunition in containers.

Rank 3Requires level 24. You find even more ammunition in containers.

Rank 4Requires level 37. You find even more ammunition in containers.

Bloody Mess - Fallout 4 Perk

3. Bloody Mess

Requires 3 points of Luck.

Rank 1+5% bonus damage means enemies will sometimes explode into a gory red paste. Watch out for flying eyeballs!

Rank 2Requires level 9. You now inflict +10% damage in combat.

Rank 3Requires level 31. You now inflict +15% damage in combat.

Rank 4Requires level 47. When an enemy explodes, nearby enemies may suffer the same fate.

Mysterious Stranger - Fallout 4 Perk

4. Mysterious Stranger

Requires 4 points of Luck.

Rank 1Who is he? Why does he help? Who cares! The Mysterious Stranger will appear occasionally in V.A.T.S. to lend a hand, with deadly efficiency...

Rank 2Requires level 22. The Mysterious Stranger appears more often in V.A.T.S.

Rank 3Requires level 41. The Mysterious Stranger appears more often in V.A.T.S. When he kills an opponent, there is a chance your Critical meter gets filled.

Idiot Savant - Fallout 4 Perk

5. Idiot Savant

Requires 5 points of Luck.

Rank 1You're not stupid! Just... different. Randomly receive 3x XP from any action, and the lower your Intelligence, the greater the chance.

Rank 2Requires level 11. You now randomly receive 5x XP from any action. The lower your Intelligence, the greater the chance.

Rank 3Requires level 34. Randomly receiving bonus XP from any action may trigger 3x XP for all kills for a short period of time. The lower your Intelligence, the greater the chance.

Better Criticals - Fallout 4 Perk

6. Better Criticals

Requires 6 points of Luck.

Rank 1Advanced training for enhanced combat effectiveness! Criticals do 50% more extra damage.

Rank 2Requires level 15. Your criticals now do twice as much extra damage.

Rank 3Requires level 40. Your criticals now do 2.5x as much extra damage.

Critical Banker - Fallout 4 Perk

7. Critical Banker

Requires 7 points of Luck.

Rank 1You're a patient battlefield tactician, and can save a Critical Hit, to be used in V.A.T.S. when you need it most.

Rank 2Requires level 17. You can now save 2 Critical Hits, to be used in V.A.T.S. when you need them the most.

Rank 3Requires level 43. You can now save 3 Critical Hits, to be used in V.A.T.S. when you need them the most. Banking a Critical has a chance to save an additional Critical.

Grim Reaper's Sprint - Fallout 4 Perk

8. Grim Reaper's Sprint

Requires 8 points of Luck.

Rank 1Death becomes you! Any kill in V.A.T.S. has a 15% chance to restore all Action Points.

Rank 2Requires level 19. Any kill in V.A.T.S. now has a 25% chance to restore all Action Points.

Rank 3Requires level 46. Any kill in V.A.T.S. has a 35% chance to restore all Action Points and refill your Critical meter.

Four Leaf Clover - Fallout 4 Perk

9. Four Leaf Clover

Requires 9 points of Luck.

Rank 1Feeling Lucky? You should! Each hit in V.A.T.S. has a chance of filling your Critical meter.

Rank 2Requires level 13. Each hit in V.A.T.S. now has an even better chance of filling your Critical meter.

Rank 3Requires level 32. Each hit in V.A.T.S. now has a very good chance of filling your Critical meter.

Rank 4Requires level 48. Each hit in V.A.T.S. now has an excellent chance of filling your Critical meter.

Ricochet - Fallout 4 Perk

10. Ricochet

Requires 10 points of Luck.

Rank 1What goes around comes around! Any enemy's ranged attacks will sometimes ricochet back and instantly kill them. The closer you are to death, the higher the chance.

Rank 2Requires level 29. There's an increased chance that an enemy's shot will ricochet back and kill them.

Rank 3Requires level 50. When an enemy's shot ricochets back and kills them, there is a chance your Critical meter gets filled.