Fallout 4 Perks List: All 270 SPECIAL Perks Listed

8.5
  • Playstation 4
  • Windows
  • Xbox One
  • RPG
2015-11-10
Here are all the perks in Fallout 4
Here are all the perks in Fallout 4 Bethesda

Fallout 4 has a ton of perks. Seriously, there are so many! To help you figure out how you want to level your character, below is a list of all the SPECIAL perks you can unlock.

To unlock a perk, you must have that required number in that perk's SPECIAL trait. For example, you need to have a Strength of 10 to unlock the Pain Train perk. Each successive perk after the first one also requires your character to be at a certain level to unlock.

Strength Perks

Iron Fist
STR 1
1) Punching attacks do 20 percent more damage to your opponent.
2) Level 9, Punching attacks now do 40 percent more damage and can disarm your opponent.
3) Level 18, Punching attacks now do 60 percent more damage. Unarmed Power Attacks have a chance to cripple one of your opponent’s limbs.
4) Level 31, Punching attacks now do 80 percent more damage. Unarmed Power Attacks have an increased chance to cripple one of your opponent’s limbs.
5) Level 46, Punching attacks now do double damage. Criticals in V.A.T.S. will paralyze your opponent.

Big Leagues
STR 2
1) Does 20 percent more melee weapon damage.
2) Level 7, You now do 40 percent more melee weapon damage and gain a chance to disarm your opponent.
3) Level 15, You now do 60 percent more melee weapon damage and gain an increased chance to disarm your opponent.
4) Level 27, You now do 80 percent more melee weapon damage and hit all targets in front of you.
5) 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
STR 3
1) You gain access to base level and Rank 1 armor mods.
2) Level 13, You gain access to Rank 2 armor mods.
3) Level 25, You gain access to Rank 3 armor mods.
4) Level 39, You gain access to Rank 4 armor mods.

Blacksmith
STR 4
1) You gain access to base level and Rank 1 melee weapon mods.
2) Level 16, You gain access to Rank 2 melee weapon mods.
3) Level 29, You gain access to Rank 3 melee weapon mods.

Heavy Gunner
STR 5
1)Heavy guns do 20 percent more damage.
2) Level 11, Heavy guns now do 40 percent more damage and have improved hip-fire accuracy.
3) Level 21, Heavy guns now do 60 percent more damage. Hip-fire accuracy is increased even more.
4) Level 35, Heavy guns now do 80 percent more damage and have a chance to stagger your opponent.
5) Level 47, Heavy guns now do double damage.

Strong Back
STR 6
1) Gain +25 to carry weight.
2) Level 10, You now have +50 to carry weight.
3) Level 20, When overburdened, you can use Action Points to run.
4) Level 30, When overburdened, you can Fast-Travel.

Steady Aim
STR 7
1) Hip-fire accuracy is improved when firing any gun.
2) Level 28, Hip-fire accuracy is improved even more when firing any gun.

Basher
STR 8
1) Gun bashing does 25 percent more damage.
2) Level 5, Gun bashing now does 50 percent more damage and possibly cripples your opponent.
3) Level 14, Gun bashing now does 75 percent more damage and has an increased chance to cripple your opponent.
4) Level 26, Gun bashing does double damage and has an increased chance to cripple your opponent. It may also inflict a critical hit.

Rooted
STR 9
1) While standing still, you gain +25 Damage Resistance and your melee and unarmed attacks deal 25 percent more damage.
2) Level 22, While standing still, you now gain +50 Damage Resistance and your melee and unarmed attacks deal 50 percent more damage.
3) Level 43, While standing still, you may automatically disarm enemies that use melee weapons against you.

Pain Train
STR 10
1) While wearing Power Armor, sprinting into enemies hurts and staggers them. (Robots and oversized enemies are immune to the stagger.)
2) 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.)
3) 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 Perks

Pickpocket
PER 1
1) Picking pockets is 25 percent easier.
2) Level 6, Picking pockets is now 50 percent easier. You can place a live grenade in a person’s inventory.
3) Level 17, Picking pockets is now 75 percent easier, and you can steal equipped weapons.
4) Level 30, Picking pockets is now twice as easy, and you can steal equipped items.

Rifleman
PER 2
1) Attacks with nonautomatic rifles do 20 percent more damage.
2) Level 9, Attacks with nonautomatic rifles now do 40 percent more damage and ignore 15 percent of a target’s armor.
3) Level 18, Attacks with nonautomatic rifles now do 60 percent more damage and ignore 20 percent of a target’s armor.
4) Level 31, Attacks with nonautomatic rifles now do 80 percent more damage and ignore 25 percent of a target’s armor. They also have a slight chance of crippling a limb.
5) Level 46, Attacks with nonautomatic rifles now do double damage and ignore 30 percent of a target’s armor. They also have a slightly higher chance of crippling a limb.

Awareness
PER 3
1) To defeat your enemies, know their weaknesses! You can view a target’s specific Damage Resistances in V.A.T.S.

Locksmith
PER 4
1) You can pick Advanced locks.
2) Level 7, You can pick Expert locks.
3) Level 18, You can pick Master locks.
4) Level 41, Your bobby pins never break during lockpicking.

Demolition Expert
PER 5
1) Your explosives do 25 percent more damage, and you can craft explosives at any chemistry station.
2) Level 10, Your explosives now do 50 percent more damage, and grenades gain a throwing arc.
3) Level 22, Your explosives now do 75 percent more damage and affect a larger area.
4) Level 34, Your explosives now do double damage. Mines and grenades shot in V.A.T.S. explode for double damage, too.

Night Person
PER 6
1) Gain +2 to Intelligence and Perception between the hours of 6:00 p.m. and 6:00 a.m.
2) 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
PER 7
1) Instantly gain +10 Energy Resistance.
2) Level 11, You now have +20 Energy Resistance.
3) Level 21, You now have +30 Energy Resistance.
4) Level 35, You now have +40 Energy Resistance.
5) Level 42, You now have +50 Energy Resistance.

Sniper
PER 8
1) You have improved control and can hold your breath longer when aiming with scopes. This reduces wobble.
2) Level 13, Nonautomatic, scoped rifles have a chance of knocking down your target.
3) Level 26, Nonautomatic, scoped rifles gain +25 percent accuracy to head shots in V.A.T.S.

Penetrator
PER 9
1) In V.A.T.S. you can target an enemy’s body parts that are blocked by cover, with a decrease in accuracy.
2) 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
PER 10
1) In V.A.T.S. every attack on the same body part gains +10 percent accuracy.
2) Level 26, In V.A.T.S. every attack on the same body part gains +15 percent accuracy.
3) Level 50, In V.A.T.S. every attack on the same body part gains +20 percent accuracy and does 20 percent more damage.

Endurance Perks

Toughness
END 1
1) Instantly gain +10 Damage Resistance
2) Level 9, You now have +20 Damage Resistance.
3) Level 18, You now have +30 Damage Resistance.
4) Level 31, You now have +40 Damage Resistance.
5) Level 46, You now have +50 Damage Resistance.

Lead Belly
END 2
1) Take less radiation from eating or drinking.
2) Level 6, You take even less radiation from eating or drinking.
3) Level 17, You take no radiation from eating or drinking.

Life Giver
END 3
1) Instantly gain +20 maximum Health.
2) Level 8, You instantly gain another +20 maximum Health.
3) Level 20, You instantly gain another +20 maximum Health and slowly regenerate lost Health.

Chem Resistant
END 4
1) You’re 50 percent less likely to get addicted when consuming chems.
2) Level 22, You gain complete immunity to chem addiction.

Aquaboy/Aquagirl
END 5
1) You no longer take radiation damage from swimming and can breathe underwater.
2) Level 21, You become totally undetectable while submerged.

Rad Resistant
END 6
1) You are instantly granted +10 Radiation Resistance.
2) Level 13, You now have +20 Radiation Resistance.
3) Level 26, You now have +30 Radiation Resistance.

Adamantium Skeleton
END 7
1) Your limb damage is reduced by 30 percent.
2) Level 13, Your limb damage is now reduced by 60 percent.
3) Level 26, Your limb damage is completely eliminated.

Cannibal
END 8
1) Eating human corpses restores Health.
2) Level 19, Eating Ghoul or Super Mutant corpses restores Health.
3) Level 38, Eating human, Ghoul, or Super Mutant corpses now restores a significant amount of Health.

Ghoulish
END 9
1) Radiation now regenerates your lost Health.
2) Level 24, Radiation now regenerates even more of your lost Health.
3) Level 48, Radiation now regenerates even more of your lost Health, and some Feral Ghouls will randomly become friendly.

Solar Powered
END 10
1) Gain +2 to Strength and Endurance between the hours of 6:00 a.m. and 6:00 p.m.
2) Level 27, Sunlight slowly heals your radiation damage.
3) Level 50, Sunlight regenerates your lost Health.

Charisma Perks

Cap Collector
CHR 1
1) Buying and selling prices at vendors are better.
2) Level 20, Buying and selling prices at vendors are now much better.
3) Level 41, You can now invest a total of 500 Caps to raise a store’s buying capacity.

Black Widow/Lady Killer
CHR 2
1) The opposite gender suffers +5 percent damage in combat and is easier to persuade in dialogue.
2) Level 7, The opposite gender now suffers +10 percent damage in combat and is even easier to persuade in dialogue. They are also easier to pacify with the Intimidation perk.
3) Level 22, The opposite gender now suffers +15 percent damage in combat and is much easier to persuade in dialogue. They are now even easier to pacify with the Intimidation perk.

Lone Wanderer
CHR 3
1) When adventuring without a companion, you take 15 percent less damage and carry weight increases by 50
2) Level 17, When adventuring without a companion, you take 30 percent less damage and carry weight increases by 100
3) Level 40, When adventuring without a companion, you do 25 percent more damage.

Attack Dog
CHR 4
1) Your faithful canine companion can hold an enemy, giving you a greater chance to hit them in V.A.T.S.
2) Level 9, When your dog holds an enemy, there’s a chance he’ll cripple the limb he’s biting.
3) Level 25, When your dog holds an enemy, there’s a chance he’ll cause them to bleed.

Animal Friend
CHR 5
1) With your gun, aim at any animal below your level and gain a chance to pacify it.
2) Level 12, When you successfully pacify an animal, you can incite it to attack.
3) Level 28, When you successfully pacify an animal, you can give it specific commands.

Local Leader
CHR 6
1) You are able to establish supply lines between your workshop settlements.
2) Level 14, You can build stores and workstations at workshop settlements.

Party Boy/Party Girl
CHR 7
1) There’s no chance you’ll get addicted to alcohol.
2) Level 15, The effects of alcohol are doubled.
3) Level 37, Your Luck is increased by 3 while you’re under the influence of alcohol.

Inspirational
CHR 8
1) Your companion does more damage in combat and cannot hurt you.
2) Level 19, Your companion resists more damage in combat and can’t be harmed by your attacks.
3)Level 43, Your companion can carry more items.

Wasteland Whisperer
CHR 9
1) With your gun, aim at any Wasteland creature below your level and gain a chance to pacify it.
2) Level 21, When you successfully pacify a Wasteland creature, you can incite it to attack.
3) Level 49, When you successfully pacify a Wasteland creature, you can give it specific commands.

Intimidation
CHR 10
1) Time to show everyone who’s boss! With your gun, aim at any human opponent below your level and gain a chance to pacify them.
2) Level 23, When you successfully pacify someone, you can incite them to attack.
3) Level 50, When you successfully pacify someone, you can give them commands.

Intelligence Perks

V.A.N.S.
INT 1
1) Let Vault-Tec guide you! The path to your closest quest target is highlighted in V.A.T.S.

Medic
INT 2
1) Stimpaks restore 40 percent of lost Health, and RadAway removes 40 percent of radiation.
2) Level 18, Stimpaks now restore 60 percent of lost Health, and RadAway removes 60 percent of radiation.
3) Level 30, Stimpaks restore 80 percent of lost Health, and RadAway removes 80 percent of radiation.
4) Level 49, Stimpaks and RadAway restore all lost Health and radiation and work much more quickly.

Gun Nut
INT 3
1) You gain access to base level and Rank 1 gun mods.
2) Level 13, You gain access to Rank 2 gun mods.
3) Level 25, You gain access to Rank 3 gun mods.
4) Level 39, You gain access to Rank 4 gun mods.

Hacker
INT 4
1) You can hack Advanced terminals.
2) Level 9, You can hack Expert terminals.
3) Level 21, You can hack Master terminals.
4) Level 33, When hacking, you never get locked out of a terminal when things go wrong.

Scrapper
INT 5
1) You can salvage uncommon components like screws, aluminum, and copper when scrapping weapons and armor.
2) Level 23, You can salvage rare components like circuitry, nuclear material, and fiber-optics when scrapping weapons and armor. Items with favorite components are highlighted.

Science!
INT 6
1) You gain access to base level and Rank 1 high-tech mods.
2) Level 17, You gain access to Rank 2 high-tech mods.
3) Level 28, You gain access to Rank 3 high-tech mods.
4) Level 41, You gain access to Rank 4 high-tech mods.

Chemist
INT 7
1) Any chems you take last 50 percent longer.
2) Level 16, Any chems you take now last twice as long.
3) Level 32, Any chems you take now last an additional 150 percent longer.
4) Level 45, Any chems you take now last an additional 200 percent longer.

Robotics Expert
INT 8
1) Hack a robot, and gain a chance to power it on or off or initiate a self-destruct.
2) Level 19, When you successfully hack a robot, you can incite it to attack.
3) Level 44, When you successfully hack a robot, you can give it specific commands.

Nuclear Physicist
INT 9
1) Radiation weapons do 50 percent more damage and Fusion Cores last an extra 25 percent longer.
2) Level 14, Radiation weapons now do double damage and Fusion Cores last an extra 50 percent longer.
3) Level 26, Fusion Cores can be ejected from Power Armor like devastating grenades, and Fusion Cores last twice as long.

Nerd Rage!
INT 10
1) When your Health drops below 20 percent, time slows and you gain +20 Damage Resistance and do 20 percent more damage while the effect lasts.
2) Level 31, You now gain 30 more Damage Resistance and do 30 percent more damage while Nerd Rage is in effect.
3) Level 50, You now gain 40 more Damage Resistance and do 40 percent more damage while Nerd Rage is in effect. Kills you make while enraged restore some lost Health.

Agility Perks

Gunslinger
AGI 1
1) Nonautomatic pistols do 20 percent more damage.
2) Level 7, Nonautomatic pistols now do 40 percent more damage and have increased range.
3) Level 15, Nonautomatic pistols now do 60 percent more damage, and range is increased even farther.
4) Level 27, Nonautomatic pistols now do 80 percent more damage, and their attacks can disarm opponents.
5) Level 42, Nonautomatic pistols now do double damage. Their attacks have a much better chance to disarm opponents and may even cripple a limb.

Commando
AGI 2
1) Your automatic weapons do 20 percent more damage.
2) Level 11, Your automatic weapons now do 40 percent more damage, with improved hip-fire accuracy.
3) Level 21, Your automatic weapons now do 60 percent more damage. Hip-fire accuracy is improved even more.
4) Level 35, Your automatic weapons now do 80 percent more damage and gain a chance to stagger opponents.
5) Level 49, Your automatic weapons now do double damage and have a greater chance to stagger opponents.

Sneak
AGI 3
1) You are 20 percent harder to detect while sneaking.
2) Level 5, You are now 30 percent harder to detect while sneaking and no longer trigger floor-based traps.
3) Level 12, You are now 40 percent harder to detect while sneaking and no longer trigger enemy mines.
4) Level 23, You are now 50 percent harder to detect while sneaking, and running no longer adversely affects stealth.
5) Level 38, Engaging stealth causes distant enemies to lose you.

Mr. Sandman
AGI 4
1) You can instantly kill a sleeping person. Your silenced weapons do an additional 15 percent sneak attack damage.
2) Level 17, Your silenced weapons do an additional 30 percent sneak attack damage.
3) Level 30, Your silenced weapons now do 50 percent more sneak attack damage.

Action Boy/Action Girl
AGI 5
1) Your Action Points regenerate 25 percent faster.
2) Level 18, Your Action Points now regenerate 50 percent faster.

Moving Target
AGI 6
1) Get +25 Damage Resistance and +25 Energy Resistance when you’re sprinting.
2) Level 24, You now get +50 Damage Resistance and +50 Energy Resistance when you’re sprinting.
3) Level 44, Sprinting costs 50 percent fewer Action Points.

Ninja
AGI 7
1) Your ranged sneak attacks do 2.5x normal damage and your melee sneak attacks do 4x normal damage.
2) Level 16, Your ranged sneak attacks do 3x normal damage and your melee sneak attacks do 5x normal damage.
3) Level 33, Your ranged sneak attacks now do 3.5x normal damage, and melee sneak attacks do 10x normal damage.

Quick Hands
AGI 8
1) You can reload all guns faster.
2) Level 28, Reloading guns costs no Action Points in V.A.T.S.

Blitz
AGI 9
1) V.A.T.S. melee distance is increased significantly.
2) Level 29, V.A.T.S. melee distance is increased even more, and the farther the Blitz distance, the greater the damage.

Gun-Fu
AGI 10
1) Do 25 percent more damage to your second V.A.T.S. target and beyond.
2) Level 26, In V.A.T.S. you do 50 percent more damage to your third target and beyond.
3) Level 50, In V.A.T.S. you instantly do a critical hit against your fourth target and beyond.

Luck Perks

Fortune Finder
LCK 1
1) You find more Bottlecaps in containers.
2) Level 5, You find even more Bottlecaps in containers.
3) Level 25, You find even more Bottlecaps in containers.
4) Level 40, You find even more Bottlecaps in containers, and there is a chance of enemies exploding in a shower of Caps when you kill them.

Scrounger
LCK 2
1) You find more ammunition in containers.
2) Level 7, You find even more ammunition in containers.
3) Level 24, You find even more ammunition in containers.
4) Level 37, You find even more ammunition in containers.

Bloody Mess
LCK 3
1) The +5 percent bonus damage means enemies will sometimes explode into a gory red paste.
2) Level 9, You now inflict +10 percent damage in combat.
3) Level 31, You now inflict +15 percent damage in combat.
4) Level 47, When an enemy explodes, nearby enemies may suffer the same fate.

Mysterious Stranger
LCK 4
1) The Mysterious Stranger will appear occasionally in V.A.T.S. to lend a hand, with deadly efficiency...
2) Level 22, The Mysterious Stranger appears more often in V.A.T.S.
3) 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
LCK 5
1) Randomly receive 3x XP from any action, and the lower your Intelligence, the greater the chance.
2) Level 11, You now randomly receive 5x XP from any action. The lower your Intelligence, the greater the chance.
3) 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
LCK 6
1) Criticals do 50 percent more extra damage.
2) Level 15, Your criticals now do twice as much extra damage.
3) Level 40, Your criticals now do 2.5x as much extra damage.

Critical Banker
LCK 7
1) You can save a critical hit, to be used in V.A.T.S. when you need it the most.
2) Level 17, You can now save 2 critical hits, to be used in V.A.T.S. when you need them the most.
3) 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
LCK 8
1) Any kill in V.A.T.S. has a 15 percent chance to restore all Action Points.
2) Level 19, Any kill in V.A.T.S. now has a 25 percent chance to restore all Action Points.
3) Level 46, Any kill in V.A.T.S. now has a 35 percent chance to restore all Action Points and refill your Critical meter.

Four Leaf Clover
LCK 9
1) Each hit in V.A.T.S. has a chance of filling your Critical meter.
2) Level 13, Each hit in V.A.T.S. now has an even better chance of filling your Critical meter.
3) Level 32, Each hit in V.A.T.S. now has a very good chance of filling your Critical meter.
4) Level 48, Each hit in V.A.T.S. now has an excellent chance of filling your Critical meter.

Ricochet
LCK 10
1) An enemy’s ranged attack will sometimes ricochet back and instantly kill them. The closer you are to death, the higher the chance.
2) Level 29, There’s an increased chance that an enemy’s shot will ricochet back and kill them.
3) Level 50, When an enemy’s shot ricochets back and kills them, there is a chance your Critical meter gets filled.

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