Confirmed Bachelor
Requirements: Level 2In combat, you do +10% damage against male opponents. Outside of combat, you’ll sometimes have access to unique dialogue options when dealing with the same sex.
Friend of the NightRequirements: Level 2, PE 6, 30 SneakYou are a true friend of the night. Your eyes adapt quickly to low-light conditions indoors and when darkness falls across the wasteland.
Intense TrainingRequirements: Level 2With the Intense Training perk, you can put a single point into any of your S.P.E.C.I.A.L attributes.
Lady KillerRequirements: Level 2In combat, you do +10% damage against female opponents. Outside of combat, you’ll sometimes have access to unique dialogue options when dealing with the opposite sex.
Rapid ReloadRequirements: Level 2, AG 5, Guns 30Rapid Reload makes all of your weapon reloads 25% faster than normal.
RetentionRequirements: Level 2, IN 5With the Retention perk, the bonuses granted by skill magazines last three times as long.
Swift LearnerRequirements: Level 2, IN 4With each rank in the Swift Learner perk, you gain an additional 10% to total Experience Points whenever Experience Points are earned.
Heave, Ho!Requirements: Level 2, ST 5, Explosives 30Quite an arm you’ve got there. All thrown weapons fly farther and faster for you.
HunterRequirements: Level 2, Survival 30In combat, you do +75% Critical Damage against animals and mutated animals.
CannibalRequirements: Level 4With the Cannibal perk, when you’re in Sneak mode, you gain the option to eat a corpse to regain health. But every time you feed, you lose Karma, and if the act is witnessed, it is considered a crime against nature.
ComprehensionRequirements: Level 4, IN 4With the Comprehension perk, you gain double the bonus from reading magazines and one additional point from skill books.
EducatedRequirements: Level 4, IN 4With the Educated perk, you gain two more skill points every time you advance in level. This perk is best taken early on, to maximize its effectiveness.
EntomologistRequirements: Level 4, Survival 45With the Entomologist perk, you do an additional +50% damage every time you attack a mutated insect, like the Radroach Giant Mantis, or Radscorpion.
Rad ChildRequirements: Level 4, Survival 70You truly are a Rad Child. As you go through the increasingly devastating stages of radiation sickness, you will regenerate more and more health.
Run ‘n GunRequirements: Level 4, Guns 45 or Energy Weapons 45The Run ‘n Gun perk reduces accuracy penalties with one-handed Guns and Energy Weapons while walking or running.
Travel LightRequirements: Level 4, Survival 45While wearing light armor or no armor, you run 10% faster.
Bloody MessRequirements: Level 6With the Bloody Mess perk, characters and creatures you kill will often explode into a red, gut-ridden, eyeball-strewn paste. Fun! Oh, and you’ll do 5% extra damage with all weapons.
Demolition ExpertRequirements: Level 6, Explosives 50With each rank of this perk, all of your explosive weapons do an additional 20% damage.
Ferocious Loyalty
Requirements: Level 6The power of your personality inspires die-hard loyalty from your followers. When you drop below 50% Health, your companions temporarily gain much greater resistance to damage.
Fortune FinderRequirements: Level 6, LK 5With the Fortune Finder perk, you’ll find considerably more bottle caps in containers than you normally would.
GunslingerRequirements: Level 6While using a pistol (or similar one-handed weapon), your accuracy in V.A.T.S. is significantly increased.
Hand LoaderRequirements: Level 6, Repair 70You know your way around a reloading bench and don’t let good brass and hulls go to waste. When you use Guns, you are more likely to recover cases and hulls. You also have all hand load recipes unlocked at the Reloading Bench.
Lead BellyRequirements: Level 6, EN 5With the Load Belly perk, you take 50% less radiation when consuming irradiated food and drink.
Shotgun SurgeonRequirements: Level 6, Guns 45Your precision with a scattergun is something to behold. When using shotguns, regardless of ammunition used, you ignore an additional 10 points of a target’s Damage Threshold.
The ProfessionalRequirements: Level 6, Sneak 70Up close and personal, that’s how you like it. Your Sneak Attack Criticals with pistols, revolvers, and submachine guns, whether Guns or Energy Weapons, all inflict an additional 20%.
ToughnessRequirements: Level 6, EN 5With the Toughness perk, you gain +3 to overall Damage Threshold. This perk may be taken twice, with the second rank granting an additional +3.
Vigilant RecyclerRequirements: Level 6, Science 70Waste not, want not. When you use Energy Weapons, you are more likely to recover drained ammunition. You also have more efficient recycling recipes available at the Workbench.
CommandoRequirements: Level 8When using a rifle (or similar two-handed weapon), y our accuracy in V.A.T.S. is significantly increased.
CowboyRequirements: Level 8, Guns 45, Melee 45You do 25% more damage when using any revolver, lever-action firearm, dynamite, knife , or hatchet.
Living AnatomyRequirements: Level 8, Medicine 70Living Anatomy allows you to see the Health and Damage Threshold of any target. It also gives you a +5% bonus to damage against Humans and non-feral Ghouls.
Pack RatRequirements: Level 8, Medicine 70You have learned the value of careful packing. Items with a weight of 2 or less weigh half as much for you.
Quick DrawRequirements: Level 8, AG 5Quick Draw makes all of your weapon equipping and holstering 50% faster.
Rad Resistance
Requirements: Level 8, EN 5, Survival 40Rad Resistance allows you to – what else? – resist radiation. This perks grants an additional 25% to Radiation Resistance.
ScroungerRequirements: Level 8, LK 5With the Scrounger perk, you’ll find considerably more ammunition in containers than you normally would.
StonewallRequirements: Level 8, ST 6, EN 6You gain +5 Damage Threshold against all Melee Weapons and unarmed attacks and cannot be knocked down in combat.
Strong BackRequirements: Level 8, ST 5, EN 6With the Strong Back perk, you can carry 50 more pounds of equipment.
Super SlamRequirements: Level 8, ST 6 Melee Weapons 45All Melee Weapons (except thrown) and Unarmed attacks have a chance of knocking your target down.
Terrifying PresenceRequirements: Level 8, Speech 70In some conversations, you gain the ability to initiate combat while terrifying a mob of opponents, sending them fleeing away for safety.
Animal FriendRequirements: Level 10, CH 6, Survival 45At the first rank of this perk, animals simply won’t attack. At the second rank, tehey will actually come to your aid in combat, but never against another animal.
FinesseRequirements: Level 10With the Finesse perk, you have a higher chance to score a critical hit on an opponent in combat, equivalent to 5 extra points of luck.
Here and NowRequirements: Level 10The Here and Now perk immediately grants an additional experience level, complete with all the advantages that brings.
Math WrathRequirements: Level 10, Science 70You are able to optimize your Pip-Boy’s V.A.T.S. logic, reducing all AP costs by 10%.
Miss FortuneRequirements: Level 10, LK 6Just when your enemies think they have the upper hand, Miss Fortune appears to turn their world upside down. Appearing only in V.A.T.S., she has the ability to snatch defeat from the jaws of victory.
Mister SandmanRequirements: Level 10, Sneak 60With the Mister Sandman perk, when you’re in Sneak mode, you gain the option to silently kill any human or Ghoul while they’re sleeping. And, all Mister Sandman kills earn bonus XP.
Mysterious StrangerRequirements: Level 10, LK 6You’ve gained your own personal guardian angel…armed with a fully loaded .44 Magnum. With this perk, the Mysterious Stranger will appear occasionally in V.A.T.S. mode to lend a hand, with deadly efficiency.
Nerd Rage!Requirements: Level 10, IN 5, Science 50You’ve been pushed around long enough! With the Nerd Rage! Perk, your Strength is raised to 10 and you gain +15 Damage Threshold whenever you Health drops to 20% or below.
Night PersonRequirements: Level 10When the sun is down, a Night Person gains +2 to both Intelligence and Perception (up to a maximum of 10). This perk directly affects your “internal clock,” and remains active both inside and outside.
Plasma SpazRequirements: Level 10, Energy Weapons 70You’re just so excited about plasma that you can’t (magnetically) contain yourself! The AP costs for all plasma weapons (including Plasma Grenades) are reduced by 10%.
Fast MetabolismRequirements: Level 12With the Fast Metabolism perk, you gain a 20% Health bonus when using Stimpaks.
Ghastly ScavengerRequirements: Level 12, Cannibal perkWith Ghastly Scavenger, when you’re in Sneak mode, you gain the option to eat a Super Mutant or Feral Ghoul corpse to regain Health. Every time you feed, you lose Karma, and if the act is witnessed, it is considered a crime against nature.
Hit the DeckRequirements: Level 12, Explosives 70Your extensive familiarity with Explosives allows you to ignore a portion of their damage. Your Damage Threshold is increased by 50% against any and all Explosives – even your own.
Life GiverRequirements: Level 12, EN 6With the Life Giver perk, you gain an additional 30 Hit Points.
Long HaulRequirements: Level 12, EN 6, Barter 70You have learned how to pack mountains of gear for the Long Haul. Being over-encumbered no longer prevents you from using Fast Travel.
Piercing StrikeRequirements: Level 12, Unarmed 70Piercing Strike makes all of your Unarmed and Melee Weapons (includeing thrown) negate 15 points of Damage Threshold on the target.
PyromaniacRequirements: Level 12, Explosives 60With the Pyromaniac perk, you do +50% damage with fire-based weapons, like the Flamer and Shishkebab.
Robotics ExpertRequirements: Level 12, Science 50With the Robotics Expert perk, you do an additional 25% damage to any robot. But, even better, sneaking up on a hostile robot undetected and activating it will put that robot into a permanent shutdown state.
Silent RunningRequirements: Level 12, AG 6, Sneak 50With the Silent Running perk, running no longer factors into a successful sneak attempt.
Sniper
Requirements: Level 12, PE 6, AG 6With the Sniper perk, your chance to hit an opponent’s head inV.A.T.S. is significantly increased.
Splash DamageRequirements: Level 12, Explosives 70When you’re deep in enemy territory, you just start chucking grenades and hope for the best. All Explosives have a 25% larger area of effect.
Unstoppable ForceRequirements: Level 12, ST 7, Melee Weapons 90Your martial might is truly legendary. You do a large amount of additional damage through enemy blocks with all Melee Weapons and Unarmed attacks.
Adamantium SkeletonRequirements: Level 14With the Adamantium Skeleton perk, your limbs only receive 50% of the damage they normally would.
Center of MassRequirements: Level 14, Guns 70You don’t fool around with fancy trick shots. Straight to the midsection and down they go. In V.A.T.S., you od an additional 15% damage with attacks targeting the torso.
ChemistsRequirements: Level 14, Medicine 60With the Chemist perk, any chems you take last twice as long.
Jury RiggingRequirements: Level 14, Repair 90You possess the amazing ability to repair any item using a roughly similar item. Fix a TrailCarbine with a Hunting Rifle, a Plasma Defender with a Laser Pistol, or even Power Armor with Metal Armor. How does it work? Nobody knows…except you.
Light StepRequirements: Level 14, PE 6, AG 6With the Light Step perk, you’ll never set off an enemy’s mines or floor-based traps.
PurifierRequirements: Level 14As a purifier of the wasteland, you do +50% damage with Melee and Unarmed weapons against Centaurs, Nightstalkers, Spore Plants, Spore Carriers, Deathclaws, Super Mutants, and Feral Ghouls.
Action BoyRequirements: Level 16, Agility 6With the Action Boy perk, you gain an additional 15 Action Points to use in V.A.T.S.
Better CriticalsRequirements: Level 16, PE 6, LK6With the Better Criticals perk, you gain a 50% damage bonus every time a critical hit is scored on an opponent.
Chem ResistantRequirements: Level 16, Medicine 60Having the Chem Resistant perk means you’re 50% less likely to develop an addiction to chems, like Psycho or Jet.
MeltdownRequirements: Level 16, Energy Weapons 90Meltdown causes foes killed by your Energy Weapons to give off a corona of harmful energy. Note: this can cause a chain reaction.
Tag!Requirements: Level 16The Tag! Perk allows you to select a fourth Skill to be a Tag skill, which instantly raises it by 15 points.
Weapon HandlingRequirements: Level 16, ST <10Weapon Strength Requirements are now 2 points lower than normal for you.
Computer WhizRequirements: Level 18, IN 7, Science 70Fail a hack attempt and get locked out of a computer? Not if you’re a Computer Whiz! With this perk, you can attempt to re-hack any computer you were previously locked out of.
Concentrated FireRequirements: Level 18, Energy Weapons 60, Guns 60With Concentrated Fire, your accuracy to hit any body part in V.A.T.S. increases slightly with each subsequent hit on that body part.
InfiltratorRequirements: Level 18, PE 7, Lockpick 70With Infiltrator, if a lock is broken, and can’t normally be picked again, you can attempt to pick it again one more time. This includes locks previously broken by a “Force Lock” attempt.
Paralyzing PalmRequirements: Level 18 Unarmed 70With Paralyzing Palm, you will sometimes perform a special V.A.T.S. palm strike that paralyzes your opponent for 30 seconds. Note that in order to perform the Paralyzing Palm, you must be completely unarmed.
ExplorerRequirements: Level 20When you choose the Explorer perk, every location in the world is revealed on your map. So get out there and explore!
Grim Reaper’s SprintRequirements: Level 20If you kill a target in V.A.T.S., 20 Action Points are restored upon exiting V.A.T.S.
NinjaRequirements: Level 20, Melee Weapons 80, Sneak 80The Ninja perk grants you the power of the fabled shadow warriors. When attacking with either Melee or Unarmed, you gain a +15% critical chance on every strike. Sneak attack criticals do 25% more damage than normal.
Solar PoweredRequirements: Level 20, EN 7With the Solar Powered perk, you gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost health.
Laser CommanderRequirements: Level 22, Energy Weapons 90From the humble Laser Pistol to the mighty Gatling Laser, you do +15% damage and have a +10% chance to critically hit with any laser weapon.
Nuke ChemistRequirements: Level 22, Science 90You have unraveled some of the greatest mysteries of Pre-War masters: formulas for developing special Muka-Colas! This perk unlocks special Muka-Cola recipes at the Workbench.
Spray and PrayRequirements: Level 22Your attacks do much less damage to companions, allowing you to liberally spray and area with reckless abandon.
SlayerRequirements: Level 24, AG 7, Unarmed 90The slayer walks the earth! The speed of all Melee Weapons and Unarmed attacks is increased by 30%.
Nerves of SteelRequirements: Level 26, AG 7With Nerves of Steel perk, you regenerate Action Points much more quickly than you normally would.
Rad AbsorptionRequirements: Level 28, EN 7With the Rad Absorption perk, your radiation level slowly decreases on its own over time.


