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Perception

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Perception
Fallout
modifies: Sequence, ranged combat distance modifiers, dialogue options, distance from enemies in random encounters, First Aid, Doctor, Lockpick, Traps,
related perks: Awareness, Better Criticals, Bonus Rate of Fire, Earlier Sequence, Empathy, Friendly Foe, Healer, Night Vision, Ranger, Scout, Sharpshooter, Sniper.
related traits: Gifted, Night Person
Fallout 2
modifies: Sequence, ranged combat distance modifiers, dialogue options, distance from enemies in random encounters, First Aid, Doctor, Lockpick, Traps, [
related perks: Awareness, Better Criticals, Bonus Rate of Fire, Cautious Nature, Earlier Sequence, Empathy, Healer, Night Vision, Scout, Sharpshooter, Sniper
related traits: Gifted
Fallout Tactics
modifies: Sequence, ranged combat distance modifiers, dialogue options, distance from enemies in random encounters, First Aid, Doctor, Lockpick, Traps, Pilot
related perks:
related traits:
Fallout 3
modifies: Explosives, Lockpick, Energy Weapons, minimum distance for red compass markers
related perks: Better Criticals, Infiltrator, Light Step, Sniper, Thief

Perception is one of the 7 Primary Statistics in the SPECIAL system. It represents the ability to see, hear, taste, and notice unusual things.

Contents

[edit] Fallout, Fallout 2, Fallout Tactics

Modifies: Sequence, ranged combat distance modifiers and the First Aid, Doctor, Lockpick, Traps and Pilot skills. A player character with higher Perception may notice things that allow them to open up new dialogue options on occasion. It also determines how far away your character starts from hostile critters in random encounters.

A high Perception is important for a sharpshooter.

In Fallout 2, Perception 7 or above is required for the Chosen One to notice the plug-in slot for the Pipboy on the Vault City computer; plugging it in and choosing the risky sounding Reformat option adds the Vault City Travel Log to the Pipboy. Noticing this slot makes it possible to obtain the Vault City Designer Notes after finishing the game; obtaining the Travel Log is not required for this purpose.

Perception is required for many perks, notably PE 6 for Sniper.

[edit] Fallout 3

Perception also determines when red compass markings appear (which indicate threats). Be aware that when playing with a low view distance and high Perception, you may be able to "sense" your enemies before they come into view.

There are a few places in Fallout 3 where having a higher Perception will trigger the ability to notice certain things upon entering a room or building. Occasionally this can lead to useful discoveries.

Value Skill Modifiers
1 Energy Weapons +2, Explosives +2, Lockpick +2
2 Energy Weapons +4, Explosives +4, Lockpick +4
3 Energy Weapons +6, Explosives +6, Lockpick +6
4 Energy Weapons +8, Explosives +8, Lockpick +8
5 Energy Weapons +10, Explosives +10, Lockpick +10
6 Energy Weapons +12, Explosives +12, Lockpick +12
7 Energy Weapons +14, Explosives +14, Lockpick +14
8 Energy Weapons +16, Explosives +16, Lockpick +16
9 Energy Weapons +18, Explosives +18, Lockpick +18
10 Energy Weapons +20, Explosives +20, Lockpick +20

[edit] Ways to increase Perception

"Only through observation will you perceive weakness."

[edit] Perception-Based Perks

Perk Requirement Level Additional Requirements
Thief 4 2 Agility 4
Sniper 6 12 Agility 6
Light Step 6 14
Better Criticals 6 16 Luck 6
Infiltrator 7 18 Lockpick 70
SPECIAL


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