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General information[]

In Fallout Tactics, there are 91 perks. The choice of species determines access to perks and the perk rate (the number of levels that need to be gained to unlock a perk point), which can be further modified with traits (Skilled adds a negative +1 modifier to perk rate, Divine Favor adds a positive -1 modifier):

  • Humans can pick a new perk every 3 levels and can choose from 81 perks.
  • Ghouls can pick a new perk every 4 levels and can choose from 81 perks, including 3 exclusive ones.
  • Super mutants can pick a new perk every 4 levels and can choose from 81 perks, including 3 exclusive ones.
  • Deathclaws can pick a new perk every 4 levels and can choose from 73 perks, including 4 exclusive ones.
  • Dogs can pick a new perk every 2 levels and can choose from 70 ones.
  • Robots cannot pick perks at all (technically, their perk rate is set at 99).

Perk points can be reserved for later use by simply closing the perk choice window. It will reopen upon subsequent visits to the character panel.

List of perks[]

Name Level req Other requirements Ranks Race Benefit
Action Boy 12 AG 5 2 All +1 Action Point
Adrenaline Rush 6 ST < 10 1 All +1 ST when HP < 50%
Awareness 3 PE 5 1 All See target's HP, weapon, and ammunition count
Better Criticals 9 PE 6, LK 6, AG 4 1 All 20% bonus on critical table
Bluff Master 8 CH 3 1 All Can talk your way out of getting caught stealing
Bone Head 7 ST 7 1 All 50% less likely to get knocked out
Bonsai 12 Outdoorsman 50%, Science 40% 1 Ghoul Fruit can appear in inventory
Bonus HtH Attacks 15 AG 6 1 All 1 less AP for Unarmed and Melee attacks
Bonus HtH Damage 3 AG 6, ST 6 3 All +2 damage with Unarmed, Melee and Throwing attacks
Bonus Move 6 AG 5 2 All Can move 20% further per AP
Bonus Ranged Damage 6 AG 6, LK 6 2 All +15% damage with ranged attacks, excluding throwing
Bonus Rate of Fire 15 PE 6, IN 6, AG 7 1 All 1 less AP for ranged attacks
Bracing 4 EN 5, Big Guns 60% 1 All +2 ST for firing large guns while standing
Brown Noser 2 CH 5, IN 6 1 All Promoted one rank
Brutish Hulk 8 ST 7, EN 5 1 Deathclaw Twice as much HP at level up
Cancerous Growth 6 ST < 7 1 Ghoul +2 Healing Rate, crippled limbs regenerate
Comprehension 3 IN 6 1 All 50% more points from skill books
Crazy Bomber 9 IN 6, Traps 60% 1 Not dog or deathclaw Failures with explosives are nullified
Death Sense 4 IN 5 1 Deathclaw +20% Perception in the dark, +25% to detecting sneaking enemies
Demolition Expert 9 AG 4, Traps 75% 1 All Explosives do more damage and detonate on time
Die Hard 2 EN 6, First Aid 40% 1 All +10% DR when HP < 20%
Divine Favor 14 CH 8 1 All +1 to highest primary statistic, -1 Perk Rate
Dodger 9 AG 6 1 All +5% Armor Class
Drunken Master 3 Unarmed 60% 1 All +20% unarmed while under the influence of alcohol (doesn't work due to bug)
Educated 6 IN 6 3 All +2 skill points at level up
Explorer 9 1 All Better chance of finding good special encounters
Faster Healing 3 EN 6 3 All +2 Healing Rate
Flexible 4 AG 6 1 All 50% less AP to change stance
Flower Child 3 EN 5 1 All Half the chance to get addicted and half the withdrawal time
Gambler 6 Gambling 50% 1 All +20% Gambling
Gain 12 (stat) < 10 7 (one for each stat) All +1 to specific stat
Ghost 6 Sneak 60% 1 All +20% Sneak in the dark (doesn't work due to bug)
Gunner 3 AG 6, Small Guns 40% 1 All +10% chance to hit from a vehicle
Harmless 6 Steal 50% 1 Not deathclaw +20% Steal
Healer 3 PE 7, AG 6, IN 5 First Aid 40% 2 All 4-10 more HP restored with First Aid or Doctor
Heave Ho! 6 ST < 9 3 All +2 ST when determining Throwing range
Here and Now 3 1 All Level up once
Hide of Scars 10 EN 6 1 Deathclaw +15% to all resistances except fire
Hit the Deck 4 AG 6 1 All 50% less splash damage taken
HtH Evade 12 Unarmed 75% 1 All +2 AC for each unused AP at the end of the turn, plus 1/8 of unarmed - 75, but only with unarmed weapons equipped and in ITB or STB mode.
Lead Foot 3 PE 6, AG 6, Pilot 60% 1 Not dog or deathclaw +25% vehicle speed
Leader 4 CH 6 1 Not dog or deathclaw +1 AG and +10 AC to all squad members (tooltip is incorrect)
Lifegiver 12 EN 4 2 All +4 HP per level
Light Step 9 AG 5, LK 5 1 All -50% chance to set off traps
Living Anatomy 12 Doctor 60% 1 All +10% Doctor and +5 damage to live creatures
Loner 4 Outdoorsman 40%, CH < 5 1 All +10% to all rolls
Master Thief 12 Steal 50%, Lockpick 50% 1 All +15% to Steal and Lockpick
Master Trader 12 CH 7, Barter 75% 1 Not dog or deathclaw 25% discount at merchants
Medic 12 Doctor OR First Aid 40% 1 All +20% to First Aid and Doctor
More Criticals 6 LK 6 3 Not super mutant +5% Critical Chance
Mr. Fixit 12 Repair OR Science 40% 1 Not dog or deathclaw +10% to Science and Repair
Mutate! 9 1 All Can change a trait
Negotiator 6 Barter 70% 1 All +20% to Barter
Night Vision 3 PE 6 1 All -20% to overall darkness level
Pack Rat 6 1 All +50 to Carry Weight
Pathfinder 6 EN 6, Outdoorsman 40% 2 All -25% world map travel time
Pickpocket 15 AG 8, Steal 80% 1 All Ignore size and facing modifiers while stealing
Psychotic 8 EN 5 1 Super mutant Double Psycho effect, halved withdrawal effect
Pyromaniac 9 Big Guns 75% 1 All +5 damage with fire-based weapons
Quick Pockets 3 AG 5 1 All Inventory AP costs are halved
Quick Recovery 6 AG 5 1 All It takes only 1 AP to stand up
Rad Child 3 EN 6 1 Ghoul Healing Rate increased when absorbing radiation
Rad Resistance 6 EN 6, IN 4 2 Not ghoul +15% Radiation Resistance
Ranger 6 PE 6 1 All +15% Outdoorsman
Road Warrior 12 IN 6, Pilot 60% 1 Not dog or deathclaw No penalties for shooting while driving
Salesman 6 Barter 50% 1 Not dog or deathclaw +20% to Barter
Scout 3 PE 7 1 All Can see more of the world map, and special encounters are easier to find
Sharpshooter 9 PE 7, IN 6 1 All +2 PE when determining range
Silent Death 18 AG 10, Sneak 80%, Unarmed 80% 1 All Hit a critter in the back while sneaking for a double damage HtH attack
Silent Running 6 AG 6, Sneak 50% 1 All Can Sneak and run at the same time
Slayer 24 AG 8, ST 8, Unarmed 80% 1 All All HtH attacks are critical hits
Snakeater 6 EN 3 2 All +25% Poison Resistance
Sniper 24 PE 8, AG 8, Small Guns 80% 1 All Adds a roll of LK x 10 to the critical table (doesn't work due to a bug)
Stat! 3 First Aid 75%, Doctor 50%, AG 6 2 All -2 AP used for First Aid and Doctor
Steady Arm 4 ST 6 1 Super mutant -1 AP for Burst Shots
Stonewall 3 ST 6 1 All Less likely to be knocked down
Strong Back 3 EN 6, ST 6 3 All +50 Carry Weight
Stunt Man 6 ST 6, EN 6, AG 6 1 Not dog or deathclaw +10% to Pilot, -25% damage from explosive splash damage and falling
Survivalist 3 EN 6, IN 6, Outdoorsman 40% 1 All +25% to Outdoorsman
Swift Learner 3 IN 4 3 All +5% XP whenever XP is earned
Tag! 12 1 All Pick another Tag skill
Talon of Fear 12 ST 6, Unarmed 60% 1 Deathclaw Unarmed attacks poison foes
Team Player 3 CH 4 1 All +10% to all rolls while near a squad member - perk is potentially bugged
Thief 3 1 All +10% to Sneak, Lockpick, Steal, and Traps
Tough Hide 12 EN < 8 1 Super mutant +15 Armor Class, +10% to all resistances
Toughness 3 EN 6, LK 6 3 All +10% to DR
Tunnel Rat 8 AG 6 1 All Move at walking speed while prone
Way of the Fruit 6 CH 6 1 Not dog or deathclaw Temporary +1 ST after eating fruit
Weapon Handling 12 AG 5, ST < 7 1 All +3 ST for weapon ST checks.

Cut[]

Name Level req Other requirements Ranks Race Benefit
Bend the Rules 16 LK 6 1 All Can take any perk available to your race
Break the Rules 20 LK 6 1 All Can pick any perk regardless of race
Twitch Gamer - Complete a mini game that was also cut 1 All Can sometimes perform an action for 0 AP

See also[]

Sources[]

Perks in Fallout Tactics
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