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List of perks

There are 53 perks in the first Fallout. For perks with multiple ranks the benefit listed should be interpreted as "per rank."

Name Level req Other requirements Ranks Benefit
Action Boy 12 AG 5 3 +1 AP per rank
Animal Friend 9 IN 5, Outdoorsman 25% 1 Animals will not attack on sight
Awareness 3 PE 5 1 Examining a target shows hitpoints, weapon and ammunition count
Better Criticals 9 PE 6, AG 4, LK 6 1 20% bonus to critical hit damage
Bonus HtH Attacks 6 AG 6 1 Hand-to-hand and melee attacks cost 1 AP less to perform
Bonus HtH Damage 3 ST 6, AG 6 3 +2 points of damage for hand-to-hand and melee attacks
Bonus Move 6 AG 5 3 +2 AP per turn that can be only be used for movement
Bonus Ranged Damage 6 AG 6, LK 6 2 +2 points of damage for ranged weapons attacks
Bonus Rate of Fire 9 PE 6, IN 6, AG 7 1 Ranged weapon attacks cost 1 AP less to perform
Cult of Personality 12 CH 10 1 People will always view you favorably, regardless of your reputation or their alignment
Dodger 9 AG 4 2 +5% to your Armor Class
Earlier Sequence 3 PE 6 3 +2 to attack sequence
Educated 6 IN 6 3 +2 skill points at level up
Empathy 6 PE 7, IN 5 1 Reaction levels are shown when in an indepth converstaion
Explorer 9 1 Higher chance of finding special places and people in random encounters
Faster Healing 3 EN 6 3 +1 bonus to your healing rate
Flower Child 9 EN 5 1 50% less likely to be addicted to chems, and withdrawal time is halved
Fortune Finder 6 LK 8 1 Additional money is found during random encounters
Friendly Foe 6 PE 4 1 In-combat characters on your team are highlighted green, instead of red
Ghost 6 Sneak 60% 1 +20% to Sneak in dark conditions
Healer 3 PE 7, IN 5, AG 6, First Aid 40% 3 2-5 more hit points healed when using First Aid or Doctor skills
Heave Ho! 6 3 +2 to Strength when determing range of a thrown weapon
Lifegiver 12 EN 4 3 +4 HP
Master Thief 12 1 +10% to skills: Sneak, Lockpick, Steal and Traps
Master Trader 9 CH 7, Barter 60% 1 25% discount when purchasing items from stores and traders
Medic 12 1 +20% to skills: First Aid and Doctor
Mental Block 15 1 Resistance to Master's psychic attacks
More Criticals 6 LK 6 3 +5% chance of critical hits
Mr. Fixit 12 1 +20% to skills: Repair and Science
Mutate! 9 1 Change one of your traits
Mysterious Stranger 6 LK 7 1 Chance you will gain a temporary ally in random encounters
Night Vision 3 PE 6 3 10% reduction in darkness level
Pathfinder 6 EN 6, Outdoorsman 40% 2 25% reduction in travel time on the world map
Pickpocket 9 AG 8, Sneak 80% 1 Size and facing modifiers are ignored when stealing from someone
Presence 3 CH 6 3 +10% to initial reaction of NPCs
Quick Pockets 3 AG 5 3 Inventory access during combat cost 1 AP less
Rad Resistance 6 EN 6, IN 4 3 +10% to Radiation Resistance
Ranger 6 PE 6 3 Chance of hostile random encounters is lowered
Scout 3 PE 8 1 Exploration is increased by 1 square in every direction on the world map
Scrounger 9 LK 8 1 Doubles the amount of ammo found in random encounters
Sharpshooter 6 PE 7, IN 6 2 +2 to Perception when determining range modifiers
Silent Death 18 AG 10, Sneak 80% 1 When sneaking HtH attacks from behind do double damage
Silent Running 6 AG 6, Sneak 50% 1 Able to sneak and run at the same time
Slayer 18 ST 8, AG 8, Unarmed 80% 1 All HtH attacks are critical hits
Smooth Talker 3 IN 4 3 +1 to Intelligence for the purposes of dialogue
Snakeater 6 EN 3 1 +25% to Poison Resistance
Sniper 18 PE 8, AG 8, Small Guns 80% 1 Increased chance to score a critical hit with ranged weapons
Speaker 12 1 +20% to skills: Speech and Barter
Strong Back 3 ST 6, EN 6 3 Carry an additional 50 lbs. of equipment
Survivalist 3 EN 6, IN 6, Outdoorsman 40% 3 +20% bonus to Outdoorsman for survival checks
Swift Learner 3 IN 4 3 +5% bonus whenever XP is earned
Tag! 12 1 Pick an additional Tag Skill
Toughness 3 EN 6, LK 6 3 +10% to damage resistance

List of weapon perks

These are hidden perks that apply whenever the Vault Dweller has a particular weapon equipped, providing additional bonuses.

Name Effect Weapons using the perk
Weapon Accurate +20% hit chance at all ranges See article
Weapon Knockback Knocks back the target (1 hex per 5 points of damage) See article
Weapon Long Range Hit chance reduced for targets farther than 4*(Perception - 2) hexes (200% increase) See article
Weapon Penetrate Target's Damage Threshold reduced by 80% See article

List of armor perks

These are hidden perks that apply whenever the Vault Dweller wears a particular armor, providing additional bonuses.

Name Effect Armors using the perk
Combat Armor Radiation Resistance is increased by 20% See article
Powered Armor Strength is increased by +3 and Radiation Resistance by +30% See article

Notes

  • It is possible to attain perks that the PC normally doesn't meet the required stats for by the use of temporary stat improving chems before the selection menu (i.e. Player with 4 Int uses Mentats to be able to select the Educated perk which requires 6 Int).

See also

Perks in Fallout
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