Fallout 4 perks, including ranks and required stats list, with a concise S.P.E.C.I.A.L. perks and attributes guide.
All Perks, Including Ranks and Required Stats (Attributes) in Fallout 4
With each level, you gain a perk point, which you can spend on bonuses to boost your character’s performance, called S.P.E.C.I.A.L. perks. Before taking any of those, you must have enough of defined S.P.E.C.I.A.L. Attributes. For example, to take the Heavy Gunner perk that increases damage with heavy weapons, you must have at least 5 strength.
Each Perk also has ranks. Moreover, ranks within the perk are updates of the bonus. At rank 2, our Heavy gunner perk will give you 40% more damage, while at rank 3, 60%, and rank 4, the value will grow to 80%.
Also, leveling is not the only method to increase your SPECIAL stats, attributes, and perks. You can also get new points if you find amusing figures called Bobbleheads (Bobblehead Locations Guide here) and when reading “You’re SPECIAL!” magazines.
Lastly, there are console cheats that can increase those values because every perk has its ID. Consequently, the player.addperk [Perk ID] command will add a specific perk for your character.
In this guide, you will find all SPECIAL Perks, including ranks and required stats (attributes) in Fallout 4.
Agility Attribute and its Perks and Ranks
Agility affects your overall movement speed, ability to sneak effectively, and performance in V.A.T.S.
The table below presents all agility S.P.E.C.I.A.L. perks in Fallout 4, including their ranks, stats, and required attributes level:
Name (Stat Requirement) | Rank (Character Level Requirement) | Description | Perk ID |
---|---|---|---|
Gunslinger (Agility 1) | 1 (1) | Channel the spirit of the old west! Non-automatic pistols do 20% more damage. | 0004A09F |
2 (7) | Non-automatic pistols now do 40% more damage and have increased range. | 0004A0A9 | |
3 (15) | Non-automatic pistols now do 60% more damage and range is increased even further. | 0004A0AA | |
4 (27) | Non-automatic pistols now do 80% more damage and their attacks can disarm opponents. | 0006FA1E | |
5 (42) | Non-automatic pistols now do double damage. Their attacks have a much better chance to disarm opponents, and may even cripple a limb. | 00065E24 | |
Commando (Agility 2) | 1 (1) | Rigorous combat training means automatic weapons do 20% more damage | 0004A0C5 |
2 (11) | Attacks with automatic weapons do 40% more damage, with improved hip fire accuracy. | 0004A0C6 | |
3 (21) | Attacks with automatic weapons do 60% more damage. Hip fire accuracy is improved even more. | 0004A0C7 | |
4 (35) | Attacks with automatic weapons do 80% more damage and gain a chance to stagger opponents. | 0006FA24 | |
5 (49) | Your automatic weapons now do double damage and have a greater chance to stagger opponents. | 00065E0D | |
Sneak (Agility 3) | 1 (1) | Become whisper, become shadow. You are 20% harder to detect while sneaking. | 0004C935 |
2 (5) | You are now 30% harder to detect while sneaking, and no longer trigger floor-based traps. | 000B9882 | |
3 (12) | You are now 40% harder to detect while sneaking, and no longer trigger enemy mines. | 000B9883 | |
4 (23) | You are now 50% harder to detect while sneaking, and running no longer adversely affects stealth. | 000B9884 | |
5 (38) | Engaging stealth causes distant enemies to lose you. | 000B9881 | |
Mister Sandman (Agility 4) | 1 (1) | As an agent of death, you can instantly kill a sleeping person. Your silenced weapons do an additional 15% sneak attack damage. | 0004B258 |
2 (17) | Your silenced weapons do an additional 30% sneak attack damage. | 001D2490 | |
3 (30) | Your silenced weapons now do 50% more sneak attack damage. | 001D2491 | |
Action Boy/Action Girl (Agility 5) | 1 (1) | There’s no time to waste! Action Points regenerate 25% faster. | 0004D869 0004D872 |
2 (18) | Your Action Points now regenerate 50% faster. | 00065DF5 00065DF6 | |
3 (38) | Your Action Points now regenerate 75% faster. | xx034E7F xx034E80 | |
Moving Target (Agility 6) | 1 (1) | They can’t hurt what they can’t hit! Get 25+ Damage Resistance and 25+ Energy Resistance when you’re sprinting. | 0004DDEE |
2 (24) | You now get +50 Damage Resistance and +50 Energy Resistance when you’re sprinting. | 001D2492 | |
3 (44) | Sprinting costs 50% fewer Action Points. | 001E0791 | |
Ninja (Agility 7) | 1 (1) | Trained as a shadow warrior, your ranged sneak attack do 2.5x normal damage and your melee attacks do 4x normal damage. | 0004D8A6 |
2 (16) | Your ranged sneak attacks do 3x normal damage and your melee sneak attacks do 5x normal damage. | 000E3704 | |
3 (33) | Your ranged sneak attacks do 3.5x normal damage and your melee sneak attacks do 10x normal damage. | 000E3705 | |
Quick Hands (Agility 8) | 1 (1) | In combat, there’s no time to hesitate. You can reload all guns faster. | 000221FC |
2 (28) | Reloading guns costs no Action Points in V.A.T.S. | 001D2478 | |
3 (40) | Quick and efficient. You gain 10 additional Action Points. | xx0296BE | |
Blitz (Agility 9) | 1 (1) | Find the gap and make the tackle! V.A.T.S. melee distance is increased significantly. | 001D2451 |
2 (29) | V.A.T.S. melee distance is increased even more, and the farther the Blitz distance, the greater the damage. | 001D2452 | |
Gun Fu (Agility 10) | 1 (1) | You’ve learned to apply ancient martial arts to gunplay! Do 25% more damage to your second V.A.T.S. target and beyond. | 0004D881 |
2 (26) | In V.A.T.S. you do 50% more damage to your third target and beyond. | 001D244F | |
3 (50) | In V.A.T.S. you instantly do a Critical Hit against your fourth target and beyond. | 001D245C |
Charisma Attribute and its Perks and Ranks
Charisma influences your success in dialogue options, ability to negotiate prices with vendors, and effectiveness in leading companions.
The table below presents all charisma S.P.E.C.I.A.L. perks in Fallout 4, including their ranks, stats, and required attributes level:
Name (Stat Requirement) | Rank (Character Level Requirement) | Description | Perk ID |
---|---|---|---|
Cap Collector (Charisma 1) | 1 (1) | You’ve mastered the art of the deal! Buying and selling prices at vendors are better. | 001D2456 |
Cap Collector (Charisma 1) | 2 (20) | Buying and selling prices of vendors are now much better. | 000D75E2 |
Cap Collector (Charisma 1) | 3 (41) | You can now invest a total of 500 caps to raise a store’s buying capacity. | 001D2457 |
Lady Killer / Black Widow (Charisma 2) | 1 (1) | You’re charming… and dangerous. Men/Women suffer +5% damage in combat, and are easier to persuade in dialogue. | 00019AA3 0004A0D4 |
Lady Killer / Black Widow (Charisma 2) | 2 (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. | 00065E33 00065E31 |
Lady Killer / Black Widow (Charisma 2) | 3 (22) | 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. | 00065E34 00065E32 |
Lone Wanderer (Charisma 3) | 1 (1) | Who needs friends, anyway? When adventuring without a companion, you take 15% less damage and carry weight increases by 50. | 001D246B |
Lone Wanderer (Charisma 3) | 2 (17) | When adventuring without a companion, you take 30% less damage and carry weight increases by 100 | 001D246D |
Lone Wanderer (Charisma 3) | 3 (40) | When adventuring without a companion, you do 25% more damage. | 001D246E |
Lone Wanderer (Charisma 3) | 4 (50) | When adventuring without a companion, you have 25 more action points. | xx0365F8 |
Attack Dog (Charisma 4) | 1 (1) | Your faithful canine companion can hold an enemy, giving you a greater chance to hit them in V.A.T.S. | 0004B26D |
Attack Dog (Charisma 4) | 2 (9) | When your dog holds an enemy, there’s a chance he’ll cripple the limb he’s biting. | 001D244D |
Attack Dog (Charisma 4) | 3 (25) | When your dog holds an enemy, there’s a chance he’ll cause them to bleed. | 001D244E |
Attack Dog (Charisma 4) | 4 (31) | When adventuring with your dog, you take 10% less damage. | xx029B25 |
Animal Friend (Charisma 5) | 1 (1) | Commune with beasts! With your gun, aim at any animal below your level and gain a chance to pacify it. | 0001E67F |
Animal Friend (Charisma 5) | 2 (12) | When you successfully pacify an animal, you can incite it to attack | 0004A0D9 |
Animal Friend (Charisma 5) | 3 (28) | When you successfully pacify an animal, you can give it specific commands | 001D2450 |
Local Leader (Charisma 6) | 1 (1) | As the ruler everyone turns to, you are able to establish supply lines between your workshop settlements. | 0004D88D |
Local Leader (Charisma 6) | 2 (14) | You can build stores and workstations at workshop settlements. | 001D2468 |
Party Girl/Party Boy (Charisma 7) | 1 (1) | Nobody has a good time like you! There’s no chance you’ll get addicted to alcohol. | 0004D887 0004D888 |
Party Girl/Party Boy (Charisma 7) | 2 (15) | The effects of alcohol are doubled. | 001D2473 001D2475 |
Party Girl/Party Boy (Charisma 7) | 3 (37) | Your Luck is increased by 3 while you’re under the influence of alcohol. | 001D2474 001D2476 |
Inspirational (Charisma 8) | 1 (1) | Because you lead by example, your companion does more damage in combat, and cannot hurt you. | 001D2461 |
Inspirational (Charisma 8) | 2 (19) | Your companion resists more damage in combat, and can’t be harmed by your attacks. | 001D2462 |
Inspirational (Charisma 8) | 3 (43) | Your companion can carry more items. | 001D2463 |
Wasteland Whisperer (Charisma 9) | 1 (1) | Master the post-apocalypse! With your gun, aim at any Wasteland creature below your level and gain a chance to pacify it. | 001D248A |
Wasteland Whisperer (Charisma 9) | 2 (21) | When you successfully pacify a creature, you can incite it to attack. | 001D248B |
Wasteland Whisperer (Charisma 9) | 3 (49) | When you successfully pacify a creature, you can give it specific commands. | 001D248C |
Intimidation (Charisma 10) | 1 (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. | 001D02B5 |
Intimidation (Charisma 10) | 2 (23) | When you successfully pacify someone, you can incite them to attack. | 001D02B6 |
Intimidation (Charisma 10) | 3 (50) | When you successfully pacify someone, you can give them specific commands. | 001D02B7 |
Endurance Attribute and its Perks and Ranks
Endurance it affects your maximum health, radiation resistance, and ability to withstand environmental hazards.
The table below presents all endurance S.P.E.C.I.A.L. perks in Fallout 4, including their ranks, stats, and required attributes level:
Name (Stat Requirement) | Rank (Character Level Requirement) | Description | Perk ID |
---|---|---|---|
Toughness (Endurance 1) | 1 (1) | If nothing else, you can take a beating! Instantly gain +10 damage resistance. | 0004A0AB |
Toughness (Endurance 1) | 2 (9) | You now have +20 damage resistance. | 0004A0AE |
Toughness (Endurance 1) | 3 (18) | You now have +30 damage resistance. | 0004A0AF |
Toughness (Endurance 1) | 4 (31) | You now have +40 damage resistance. | 00065E5D |
Toughness (Endurance 1) | 5 (46) | You now have +50 damage resistance. | 00065E5E |
Lead Belly (Endurance 2) | 1 (1) | Your digestive tract has adjusted to the weirdness of the Wasteland! Take less radiation from eating or drinking. | 0004A0B9 |
Lead Belly (Endurance 2) | 2 (6) | You take even less radiation from eating or drinking. | 00024B00 |
Lead Belly (Endurance 2) | 3 (17) | You take no radiation from eating or drinking. | 00024B01 |
Lifegiver (Endurance 3) | 1 (1) | You embody wellness! Instantly gain +20 maximum Health. | 0004A0CF |
Lifegiver (Endurance 3) | 2 (8) | You instantly gain another +20 maximum Health. | 001D2465 |
Lifegiver (Endurance 3) | 3 (20) | You instantly gain another +20 maximum Health, and slowly regenerate lost Health. | 001D2467 |
Chem Resistant (Endurance 4) | 1 (1) | All the rush without the hassle! You’re 50% less likely to get addicted when consuming Chems | 0004A0D5 |
Chem Resistant (Endurance 4) | 2 (22) | You gain complete immunity to chem addiction. | 00065E0C |
Aquaboy/Aquagirl (Endurance 5) | 1 (1) | Water is your ally. You no longer take radiation damage from swimming, and can breathe underwater. | 000E36F9 000E9453 |
Aquaboy/Aquagirl (Endurance 5) | 2 (21) | You become totally undetectable while submerged. | 001D248D 001D248E |
Rad Resistant (Endurance 6) | 1 (1) | Exposure to the Wasteland has made you more resilient, instantly granting +10 Radiation Resistance. | 001D2479 |
Rad Resistant (Endurance 6) | 2 (13) | You now have +20 Radiation Resistance. | 001D247A |
Rad Resistant (Endurance 6) | 3 (26) | You now have +30 Radiation Resistance. | 001D247B |
Rad Resistant (Endurance 6) | 4 (35) | You now have +40 Radiation Resistance. | xx0423A4 |
Adamantium Skeleton (Endurance 7) | 1 (1) | Your skeleton has been infused with indestructible metal, reducing limb damage by 30%. | 0004C92D |
Adamantium Skeleton (Endurance 7) | 2 (13) | Your limb damage is now reduced by 60%. | 00024AFD |
Adamantium Skeleton (Endurance 7) | 3 (26) | Your limb damage is completely eliminated. | 00024AFE |
Cannibal (Endurance 8) | 1 (1) | Feast on mortal flesh to heal your wounds! Eating human corpses restores Health. | 0004B259 |
Cannibal (Endurance 8) | 2 (19) | Eating Ghoul or Super Mutant corpses restores Health. | 001D1A62 |
Cannibal (Endurance 8) | 3 (38) | Eating human, Ghoul or Super Mutant corpses now restores a significant amount of Health. | 001D1A63 |
Ghoulish (Endurance 9) | 1 (1) | Sure, you’re still human – on the outside! Radiation now regenerates your lost Health. | 0004D89E |
Ghoulish (Endurance 9) | 2 (24) | Radiation now regenerates even more of your lost Health. | 00065E22 |
Ghoulish (Endurance 9) | 3 (48) | Radiation now regenerates even more of your lost Health, and some Feral Ghouls will randomly become friendly. | 00065E23 |
Ghoulish (Endurance 9) | 4 (50) | Rad damage will now begin to slowly heal, restoring health in the process. | xx028A25 |
Solar Powered (Endurance 10) | 1 (1) | Catch some rays! Gain +2 to Strength and Endurance between the hours of 6:00 a.m. and 6:00 p.m. | 0004D8A7 |
Solar Powered (Endurance 10) | 2 (27) | Sunlight slowly heals your radiation damage. | 001D2484 |
Solar Powered (Endurance 10) | 3 (50) | Sunlight slowly regenerates your lost Health. | 001D2485 |
Intelligence Attribute and its Perks and Ranks
Intelligence affects the number of experience points earned, the quality of crafted items, and your effectiveness with high-tech weapons and terminals.
The table below presents all intelligence S.P.E.C.I.A.L. perks in Fallout 4, including their ranks, stats, and required attributes level:
Name (Stat Requirement) | Rank (Character Level Requirement) | Description | Perk ID |
---|---|---|---|
V.A.N.S. (Intelligence 1) | 1 (1) | Let Vault-Tec guide you! The path to your closest quest target is displayed in V.A.T.S. | 000207D1 |
V.A.N.S. (Intelligence 1) | 2 (36) | Gain +2 to Perception. | xx0296C0 |
Medic (Intelligence 2) | 1 (1) | Is there a doctor in the house? Stimpaks restore 40% of lost Health, and RadAway removes 40% of radiation. | 0004C926 |
Medic (Intelligence 2) | 2 (18) | Stimpaks restore 60% of lost Health, and RadAway removes 60% of radiation | 0006FA1C |
Medic (Intelligence 2) | 3 (30) | Stimpaks restore 80% of lost Health, and RadAway removes 80% of radiation | 0006FA1D |
Medic (Intelligence 2) | 4 (49) | Stimpaks and RadAway restore all lost health and radiation, and work much more quickly. | 00065E35 |
Gun Nut (Intelligence 3) | 1 (1) | Shoot first, kill first, with access to base level and Rank 1 gun mods. | 0004A0DA |
Gun Nut (Intelligence 3) | 2 (13) | You gain access to Rank 2 gun mods | 0004A0DB |
Gun Nut (Intelligence 3) | 3 (25) | You gain access to Rank 3 gun mods | 0004A0DC |
Gun Nut (Intelligence 3) | 4 (39) | You gain access to Rank 4 gun mods | 0016578E |
Hacker (Intelligence 4) | 1 (1) | Knowledge of cutting-edge computer encryption allows you to hack Advanced terminals | 00052403 |
Hacker (Intelligence 4) | 2 (9) | You can hack Expert terminals. | 00052404 |
Hacker (Intelligence 4) | 3 (21) | You can hack Master terminals. | 00052405 |
Hacker (Intelligence 4) | 4 (33) | When hacking, you never get locked out of a terminal when things go wrong. | 001D245D |
Scrapper (Intelligence 5) | 1 (1) | Waste not, want not! You can salvage uncommon components like screws, aluminum, and copper when scrapping weapons and armor. | 00065E65 |
Scrapper (Intelligence 5) | 2 (23) | You can salvage rare components like circuitry, nuclear material, and fiber optics when scrapping weapons and armor. Items with favorited components are highlighted. | 001D2483 |
Scrapper (Intelligence 5) | 3 (40) | You get more from salvaging. Appears to only apply to uncommon components, i.e., those affected by the first level of the perk. | xx0423A5 |
Science! (Intelligence 6) | 1 (1) | Take full advantage of advanced technology with access to base level and Rank 1 high-tech mods. | 000264D9 |
Science! (Intelligence 6) | 2 (17) | You gain access to Rank 2 high-tech mods. | 000264DA |
Science! (Intelligence 6) | 3 (28) | You gain access to Rank 3 high-tech mods. | 000264DB |
Science! (Intelligence 6) | 4 (41) | You gain access to Rank 4 high-tech mods. | 0016578F |
Chemist (Intelligence 7) | 1 (1) | Any chems you take last 50% longer. Far out. | 000E36FF |
Chemist (Intelligence 7) | 2 (16) | Any chems you take now last twice as long. | 000E3700 |
Chemist (Intelligence 7) | 3 (32) | Any chems you take now last an additional 150% longer. | 000E3701 |
Chemist (Intelligence 7) | 4 (45) | Any chems you take now last an additional 200% longer. | 001D2458 |
Robotics Expert (Intelligence 8) | 1 (1) | Machines 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. | 0004D889 |
Robotics Expert (Intelligence 8) | 2 (19) | When you successfully hack a robot, you can incite it to attack. | 00065E64 |
Robotics Expert (Intelligence 8) | 3 (44) | When you successfully hack a robot, you can give it specific commands. | 001ACF96 |
Nuclear Physicist (Intelligence 9) | 1 (1) | You’ve learned to split the atom… and command it. Radiation weapons do 50% more damage and Fusion Cores last an extra 25% longer. | 001D246F |
Nuclear Physicist (Intelligence 9) | 2 (14) | Radiation weapons now do double damage and Fusion Cores last an extra 50% longer. | 001D2470 |
Nuclear Physicist (Intelligence 9) | 3 (26) | Fusion Cores can be ejected from Power Armor like devastating grenades and Fusion Cores last twice as long. | 001D2471 |
Nerd Rage! (Intelligence 10) | 1 (1) | Genius. 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. | 0004D886 |
Nerd Rage! (Intelligence 10) | 2 (31) | You now gain 30 more Damage Resistance and do 30% more damage while Nerd Rage is in effect. | 00065E37 |
Nerd Rage! (Intelligence 10) | 3 (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. | 00065E38 |
Luck Attribute and its Perks and Ranks
Luck affects critical hit chance, the likelihood of finding valuable items, and the outcome of random events.
The table below presents all luck S.P.E.C.I.A.L. perks in Fallout 4, including their ranks, stats, and required attributes level:
Name (Stat Requirement) | Rank (Character Level Requirement) | Description | Perk ID |
---|---|---|---|
Fortune Finder (Luck 1) | 1 (1) | You’ve learned to discover the Wasteland’s hidden wealth, and discover more bottle caps in containers. | 0004C942 |
Fortune Finder (Luck 1) | 2 (5) | You find even more bottle caps in containers. | 001ACF98 |
Fortune Finder (Luck 1) | 3 (25) | You find even more bottle caps in containers. | 001ACF99 |
Fortune Finder (Luck 1) | 4 (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. | 00215CD4 |
Scrounger (Luck 2) | 1 (1) | You know just how to scavenge to keep the fight going, and find more ammunition in containers. | 0004A0B0 |
Scrounger (Luck 2) | 2 (7) | You find even more ammunition in containers. | 001ACF9A |
Scrounger (Luck 2) | 3 (24) | You find even more ammunition in containers. | 001ACF9B |
Scrounger (Luck 2) | 4 (37) | There is a chance to gain ammo when firing the last round in your magazine. | 001EB99C |
Bloody Mess (Luck 3) | 1 (1) | +5% bonus damage means enemies will sometimes explode into a gory red paste. Watch out for flying eyeballs! | 0004A0BB |
Bloody Mess (Luck 3) | 2 (9) | You now inflict +10% damage in combat. | 001D2453 |
Bloody Mess (Luck 3) | 3 (31) | You now inflict +15% damage in combat. | 001D2454 |
Bloody Mess (Luck 3) | 4 (47) | When an enemy explodes, nearby enemies may suffer the same fate. | 001F418E |
Mysterious Stranger (Luck 4) | 1 (1) | Who 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… | 0004C929 |
Mysterious Stranger (Luck 4) | 2 (22) | The Mysterious Stranger appears more often in V.A.T.S. | 001D2493 |
Mysterious Stranger (Luck 4) | 3 (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. | 001D2494 |
Mysterious Stranger (Luck 4) | 4 (49) | The Mysterious Stranger appears more often in V.A.T.S. When he kills an opponent, there is a high chance your Critical meter gets filled. | xx029B26 |
Idiot Savant (Luck 5) | 1 (1) | You’re not stupid! Just… different. Randomly receive 3x XP from any action, and the lower your Intelligence, the greater the chance. | 001D245E |
Idiot Savant (Luck 5) | 2 (11) | You now randomly receive 5x XP from any action. The lower your Intelligence, the greater the chance. | 001D245F |
Idiot Savant (Luck 5) | 3 (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. | 001D2460 |
Better Criticals (Luck 6) | 1 (1) | Advanced training for enhanced combat effectiveness! Criticals do 50% more extra damage. | 0004D87A |
Better Criticals (Luck 6) | 2 (15) | Your criticals now do twice as much extra damage. | 00065E03 |
Better Criticals (Luck 6) | 3 (40) | Your criticals now do 2.5x as much extra damage. | 00065E04 |
Critical Banker (Luck 7) | 1 (1) | You’re a patient battlefield tactician, and can save a Critical Hit, to be used in V.A.T.S. when you need it most. | 0004C91F |
Critical Banker (Luck 7) | 2 (17) | You can now save 2 Critical Hits, to be used in V.A.T.S. when you need them the most. | 0004C920 |
Critical Banker (Luck 7) | 3 (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. | 0004C921 |
Critical Banker (Luck 7) | 4 (50) | You can now save 4 Critical Hits, to be used in V.A.T.S. when you need them the most. | xx034E81 |
Grim Reaper’s Sprint (Luck 8) | 1 (1) | Death becomes you! Any kill in V.A.T.S. has a 15% chance to restore all Action Points. | 0004D8A2 |
Grim Reaper’s Sprint (Luck 8) | 2 (19) | Any kill in V.A.T.S. now has a 25% chance to restore all Action Points. | 00065E3E |
Grim Reaper’s Sprint (Luck 8) | 3 (46) | Any kill in V.A.T.S. has a 35% chance to restore all Action Points and refill your Critical meter. | 00065E3F |
Four Leaf Clover (Luck 9) | 1 (1) | Feeling Lucky? You should! Each hit in V.A.T.S. has a chance of filling your Critical meter. | 0004D895 |
Four Leaf Clover (Luck 9) | 2 (13) | Each hit in V.A.T.S. now has an even better chance of filling your Critical meter. | 00065E20 |
Four Leaf Clover (Luck 9) | 3 (32) | Each hit in V.A.T.S. now has a very good chance of filling your Critical meter. | 00065E21 |
Four Leaf Clover (Luck 9) | (48) | Each hit in V.A.T.S. now has an excellent chance of filling your Critical meter. | 001D245B |
Ricochet (Luck 10) | 1 (1) | What 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. | 001D247C |
Ricochet (Luck 10) | 2 (29) | There’s an increased chance that an enemy’s shot will ricochet back and kill them. | 001D247D |
Ricochet (Luck 10) | 3 (50) | When an enemy’s shot ricochets back and kills them, there is a chance your Critical meter gets filled. | 001D247E |
Perception Attribute and its Perks and Ranks
Perception affects your accuracy in VATS, the chance of detecting stealthy enemies, and the ability to pick locks and spot traps.
The table below presents all perception S.P.E.C.I.A.L. perks in Fallout 4, including their ranks, stats, and required attributes level:
Name (Stat Requirement) | Rank (Character Level Requirement) | Description | Perk ID |
---|---|---|---|
Pickpocket (Perception 1) | 1 (1) | Your quick hands and sticky fingers make picking pockets 25% easier. | 0004D88A |
Pickpocket (Perception 1) | 2 (6) | Picking pockets is now 50% easier. You can place a live grenade in a person’s inventory. | 000E3702 |
Pickpocket (Perception 1) | 3 (17) | Picking pockets is now 75% easier, and you can steal equipped weapons. | 000E3703 |
Pickpocket (Perception 1) | 4 (30) | Picking pockets is now twice as easy, and you can steal equipped items. | 001D248F |
Rifleman (Perception 2) | 1 (1) | Keep your distance long and your kill-count high. Attacks with non-automatic rifles do 20% more damage. | 0004A0B6 |
Rifleman (Perception 2) | 2 (9) | Attacks with non-automatic rifles do 40% more damage and ignore 15% of a target’s armor. | 0004A0B7 |
Rifleman (Perception 2) | 3 (18) | Attacks with non-automatic rifles do 60% more damage and ignore 20% of a target’s armor. | 0004A0B8 |
Rifleman (Perception 2) | 4 (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. | 0006FA20 |
Rifleman (Perception 2) | 5 (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. | 00065E52 |
Awareness (Perception 3) | 1 (1) | To defeat your enemies, know their weaknesses! You can view a target’s specific damage resistances in V.A.T.S. | 000D2287 |
Awareness (Perception 3) | 2 (14) | Knowing their weaknesses lets you attack more efficiently. 5% increase to hit chance and damage dealt to VATS targets. | xx028A22 |
Locksmith (Perception 4) | 1 (1) | Your nimble fingers allow you to pick Advanced locks. | 000523FF |
Locksmith (Perception 4) | 2 (7) | You can pick Expert locks. | 00052400 |
Locksmith (Perception 4) | 3 (18) | You can pick Master locks. | 00052401 |
Locksmith (Perception 4) | 4 (41) | Your bobby pins never break during lockpicking. | 001D246A |
Demolition Expert (Perception 5) | 1 (1) | The bigger the boom, the better! Your explosives do 25% more damage, and you can craft explosives at any chemistry station. | 0004C923 |
Demolition Expert (Perception 5) | 2 (10) | Your explosives do 50% more damage, and grenades gain a throwing arc. | 0004C924 |
Demolition Expert (Perception 5) | 3 (22) | Your explosives do 75% more damage and affect a larger area. | 0004C925 |
Demolition Expert (Perception 5) | 4 (34) | Your explosives now do double damage. Mines and grenades shot in V.A.T.S explode for double damage, too. | 00065E13 |
Night Person (Perception 6) | 1 (1) | You 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. | 0004C93B |
Night Person (Perception 6) | 2 (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. | 001D2495 |
Night Person (Perception 6) | 3 (37) | You have 30 extra health between the hours of 6:00 PM and 6:00 AM. | xx043222 |
Refractor (Perception 7) | 1 (1) | You must be part mirror! Instantly gain +10 Energy Resistance. | 000CA99D |
Refractor (Perception 7) | 2 (11) | You now have +20 Energy Resistance. | 000CA99E |
Refractor (Perception 7) | 3 (21) | You now have +30 Energy Resistance. | 000CA99F |
Refractor (Perception 7) | 4 (35) | You now have +40 Energy Resistance. | 00065E4B |
Refractor (Perception 7) | 5 (42) | You now have +50 Energy Resistance. | 00065E4C |
Sniper (Perception 8) | 1 (1) | It’s all about focus. You have improved control and can hold your breath longer when aiming with scopes. | 0004C92A |
Sniper (Perception 8) | 2 (13) | “Non-automatic, scoped rifles have a chance of knocking down your target.” Chance is 15% | 0004C92B |
Sniper (Perception 8) | 3 (26) | Non-automatic, scoped rifles gain +25% accuracy to head shot in V.A.T.S. | 0004C92C |
Penetrator (Perception 9) | 1 (1) | There’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. | 00024AFF |
Penetrator (Perception 9) | 2 (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. | 001D2477 |
Concentrated Fire (Perception 10) | 1 (1) | Stay Focused! In V.A.T.S every attack on the same body part gains +10% accuracy. | 0004D890 |
Concentrated Fire (Perception 10) | 2 (26) | In V.A.T.S every attack on the same body part gains +15% accuracy. | 001D2459 |
Concentrated Fire (Perception 10) | 3 (50) | In V.A.T.S every attack on the same body part gains +20% accuracy and does 20% more damage. | 001D245A |
Strength Attribute and its Perks and Ranks
Strength influences your carrying capacity, melee damage, and the effectiveness of melee weapons.
The table below presents all strength S.P.E.C.I.A.L. perks in Fallout 4, including their ranks, stats, and required attributes level:
Name (Stat Requirement) | Rank (Character Level Requirement) | Description | Perk ID |
---|---|---|---|
Iron Fist (Strength 1) | 1 (1) | Channel your chi to unleash devastating fury! Punching attacks do 20% more damage to your opponent. | 0001DAFE |
Iron Fist (Strength 1) | 2 (9) | Punching attacks now do 40% more damage and can disarm your opponent. | 0001DAFF |
Iron Fist (Strength 1) | 3 (18) | Punching attacks now do 60% more damage. Unarmed Power Attacks have a chance to cripple one of your opponent’s limbs. | 0001DB00 |
Iron Fist (Strength 1) | 4 (31) | Punching attacks now do 80% more damage. Unarmed Power Attacks have an increased chance to cripple one of your opponent’s limbs. | 00065E42 |
Iron Fist (Strength 1) | 5 (46) | Punching attacks now do double damage. Criticals in V.A.T.S. will paralyze your opponent. | 00065E43 |
Big Leagues (Strength 2) | 1 (1) | Swing for the fences! Do 20% more melee weapon damage. | 0004A0B5 |
Big Leagues (Strength 2) | 2 (7) | You now do 40% more melee weapon damage and gain a chance to disarm your opponent. | 000E36FC |
Big Leagues (Strength 2) | 3 (15) | You now do 60% more melee weapon damage and gain an increased chance to disarm your opponent. | 000E36FD |
Big Leagues (Strength 2) | 4 (27) | You now do 80% more melee weapon damage and hit all targets in front of you. | 000E36FE |
Big Leagues (Strength 2) | 5 (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! | 00065E05 |
Armorer (Strength 3) | 1 (1) | Protect yourself from the dangers of the Wasteland with access to base level and Rank 1 armor mods. | 0004B254 |
Armorer (Strength 3) | 2 (13) | You gain access to Rank 2 armor mods. | 0004B255 |
Armorer (Strength 3) | 3 (25) | You gain access to Rank 3 armor mods. | 0004B256 |
Armorer (Strength 3) | 4 (39) | You gain access to Rank 4 armor mods. | 001797EA |
Blacksmith (Strength 4) | 1 (1) | Fire up the forge and gain access to base level and Rank 1 melee weapon mods. | 0004B253 |
Blacksmith (Strength 4) | 2 (16) | You gain access to Rank 2 melee weapon mods. | 0004B26A |
Blacksmith (Strength 4) | 3 (29) | You gain access to Rank 3 melee weapon mods. | 000264D8 |
Heavy Gunner (Strength 5) | 1 (1) | Thanks to practice and conditioning, heavy guns do 20% more damage. | 0004A0D6 |
Heavy Gunner (Strength 5) | 2 (11) | Heavy guns now do 40% more damage, and have improved hip fire accuracy. | 0004A0D7 |
Heavy Gunner (Strength 5) | 3 (21) | Heavy guns now do 60% more damage. Hip fire accuracy is increased even more. | 0004A0D8 |
Heavy Gunner (Strength 5) | 4 (35) | Heavy guns now do 80% more damage and have a chance to stagger your opponent. | 00065E2A |
Heavy Gunner (Strength 5) | 5 (47) | Heavy guns now do double damage. | 00065E2B |
Strong Back (Strength 6) | 1 (1) | What are you, part pack mule? Gain +25 to carry weight | 0004B24E |
Strong Back (Strength 6) | 2 (10) | You now have +50 to carry weight. | 00065E5B |
Strong Back (Strength 6) | 3 (20) | When overencumbered, you can use Action Points to run. | 00065E5C |
Strong Back (Strength 6) | 4 (30) | (Normal mode) When overencumbered, you can fast travel. (Survival mode) When overencumbered, you will not become injured. | 001D2489 |
Strong Back (Strength 6) | 5 (40) | When overencumbered, running costs 50% less action points. | xx0423A3 |
Steady Aim (Strength 7) | 1 (1) | Stay on target! Hip-fire accuracy is improved when firing any gun. | 001D2487 |
Steady Aim (Strength 7) | 2 (28) | Hip-fire accuracy is improved even more when firing any gun. | 001D2488 |
Steady Aim (Strength 7) | 3 (49) | Hip-fire damage is improved when firing any gun. | xx028A23 |
Basher (Strength 8) | 1 (1) | Get up close and personal! Gun bashing does 25% more damage. | 00065DF9 |
Basher (Strength 8) | 2 (5) | Gun bashing now does 50% more damage and possibly cripples your opponent. | 00065DFA |
Basher (Strength 8) | 3 (14) | Gun bashing now does 75% more damage and has an increased chance to cripple your opponent. | 00065DFB |
Basher (Strength 8) | 4 (26) | Gun bashing does double damage and has an increased chance to cripple your opponent. It may also inflict a Critical Hit. | 00065DFC |
Rooted (Strength 9) | 1 (1) | You’re part tree! While standing still, you gain +25 Damage Resistance and your melee and unarmed attacks deal 25% more damage. | 001D247F |
Rooted (Strength 9) | 2 (22) | While standing still, you now gain +50 Damage Resistance and your melee and unarmed attacks deal 50% more damage. | 001D2480 |
Rooted (Strength 9) | 3 (43) | While standing still, you may automatically disarm enemies that use melee weapons against you. | 001D2482 |
Pain Train (Strength 10) | 1 (1) | Choo Choo! All aboard! While wearing Power Armor, sprinting into enemies hurts and staggers them. (Robots and oversized enemies are immune to the stagger.) | 0004D89B |
Pain Train (Strength 10) | 2 (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.) | 00065E3C |
Pain Train (Strength 10) | 3 (50) | Sprinting into enemies while wearing Power Armor now causes massive damage and knocks them down. Impact landing near enemies inflicts even more damage. | 00065E3D |
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