Completed Perk Chart [Speculation]

Post » Sat Nov 28, 2015 2:52 am

### S P E C U L A T I O N ###

New thread: http://www.gamesas.com/topic/1534682-completed-perk-chart-speculation-thread-2

Please note: Full details for all remaining perks will be added to the new thread, linked above

Previous thread: http://www.gamesas.com/topic/1529938-skill-perk-line-up-speculation

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The ideas and suggestions included below have now been fully incorporated into the interactive perk chart featured on http://vault111.com/?page_id=21, and some of the suggestions have also been included in the chart on http://orcz.com/Fallout_4:_Perk_Chart. Both sites have very kindly included links back to this thread. A great deal of time and effort has gone into working out and compiling the information you see here, including balancing each perk so that it matches the icon on the chart, and also fits in with any confirmed details from the footage and other official sources. This means that each perk as described stands a much higher chance of being included in the final game. Note that as well as my own research and interpretations, I have also included suggestions from several forum and reddit users. And so before we begin, I would like to thank the following people:

Myst357 for your constant support and encouragement, as well as some excellent suggestions for safe-cracking and the Sole Survivor perk. 2-Caps for your highly inventive ideas about C4 and schematics. Helljumper for your invaluable feedback and across my various threads, especially your comments about ghoulification. BOX MAAAN for your brilliant suggestions about weapon recoil and movement rate, and for your help with identifying 'Nuclear Strike'. youngsmeagol for your suggestion of destructible light sources. Sparkz Mentalz for suggesting Riot Shields. Sorpaijen for helping to identify one of the perks on the lo-res chart. Even though this one has now been re-identified, your information still led to a number of interesting discoveries. Neebles for confirming my suspicions about the inclusion of a 'Nerd Rage!' icon at 10 Intelligence. CompteJetable3 for suggesting V.A.N.S. as being a form of fast travel. zdepthcharge for capturing hi-res images of the chart as shown below. General Garbage who attended Gamescom, for posting some crucial details that helped me discover the origin of the chart and it's connection to our protagonist couple. The Leprechaun for inspiring me to dig deeper into the perk chart in the first place, for spotting the ball being pitched from P2 to S2 as a nod to Fenway Park, for your recommendation of renaming 'Barbarian' to 'Slayer', and for your suggested name of 'Luck of the Irish' for the last perk on the chart. SofaJockey for some excellent and highly creative suggestions for various character builds, as seen in http://www.gamesas.com/topic/1530410-extreme-builds thread. And finally psilocyan and the rest of the team over at vault111.com, for your brilliant website, and for including my research as part of your project.

To everyone else, thank you for all of your comments and suggestions so far. Keep them coming, and I hope you all enjoy the thread!

At present, perks listed under Strength, Perception, Endurance, and Charisma have been included with full descriptions. All remaining perks will be added to the new thread linked at the top of this page. In the meantime, I have included suggested name of every perk on the chart. Many specific details for these perks, as well as a great deal of information about various in-game mechanics, can be found on the previous thread which is linked above. Please remember that many of the following details have not been officially confirmed, and as such all information below should be viewed in this context.

PRIMARY STATS
Our primary stats are the building blocks that will unlock all skills and perks available to you in Fallout 4. At the start of the game, you are given 28 points to distribute as you wish, and each point in a given stat opens up a new choice on the perk chart. As you progress, you can increase your stats as many times as you like, which will use up one level for each point added. And so throughout your journey, you are able to create almost any type of character you can imagine. Each of the 7 stats comes with it's own bobblehead that will increase the stat by one point when found, as well as a set of 5 unique books that will collectively increase the stat by a second point. If a stat is already maxed out, bobbleheads and skill books will have no effect. Note that the stat books also unlock one unique item for every completed set that cannot be found anywhere else in the game.
Here is a list of the 7 Primary Stats:
  • STRENGTH is a measure of your raw physical power. It affects how much you can carry, and the damage of all melee attacks.
  • PERCEPTION is your environmental awareness and "sixth sense," and affects weapon accuracy in V.A.T.S.
  • ENDURANCE is a measure of your overall physical fitness. It affects your total Health and the Action Point drain from sprinting.
  • CHARISMA is your ability to charm and convince others. It affects your success to persuade in dialogue and prices when you barter.
  • INTELLIGENCE is a measure of your overall mental acuity. It affects the number of Experience Points earned.
  • AGILITY is a measure of your overall finesse and reflexes. It affects the number of Action Points in V.A.T.S. and your ability to sneak.
  • LUCK is a measure of your general good fortune. It affects the recharge rate of Critical Hits, and your chances of finding better items.
PRIMARY SKILLS
The Primary Skills cover a range of disciplines that form the cornerstones of any character build, and each one is supported by a vast array of additional perks available through the chart. 10 of these skills have 5 ranks that need to be individually unlocked, and the remaining 3 have 4 ranks. Each of the 13 skills also comes with it's own bobblehead to collect that will give you the next available rank for free, as well as a set of 5 unique skill books that will give you another. Again, if any skill is already maxed out, the associated bobblehead and skill books will have no effect. Note that the skill books also unlock one schematic for each completed set, which can then be used to craft a unique item that cannot be found anywhere else in the game. All included skills have been incorporated directly into the perk chart in order to streamline the levelling process.
The 13 Primary Skills are as follows:
  • Big Leaguer (use hand-held weapons) requires 2 Strength
  • Brawler (use fists and unarmed weapons) requires 1 Strength
  • Commando (improve damage & accuracy of rifles) requires 2 Agility
  • Firestarter (manipulate fire & use explosives) requires 5 Perception
  • Gun Nut (modify ballistic weapons) requires 3 Intelligence
  • Gymnast (improve manoeuvrability) requires 6 Agility
  • Hacker (build and hack terminals) requires 4 Intelligence
  • Intel (unlock safes) requires 4 Perception
  • Medic (use stimpaks more effectively) requires 2 Intelligence
  • Rookie (improve damage & accuracy of pistols) requires 1 Agility
  • Science! (modify energy weapons) requires 6 Intelligence
  • Sneak (avoid being seen) requires 3 Agility
  • Tumbler (open locked doors & containers) requires 1 Perception
PERKS LISTED BY STAT
Here is where we really start to define our character. The 70 perks listed below cover a great many skills, talents, and abilities. Each time we level up, we can choose a skill or a perk from the list below, and the first or next available rank will then be added to our existing character build. As long as we have enough points in the respective stat, we can choose any skill or perk in any order. If we do not qualify for the one we want, we can instead increase the respective stat by one point until the option we require has been unlocked. Looking at the complete list of entries on the chart, 17 have 5 ranks, 32 have 4 ranks, a further 17 have 3 ranks, and the remaining 11 have a single rank. This last figure also includes the 7 Training Perks seen at the top of the chart. You will also notice that the name of every skill or perk suggests a connection to the military, or to the idea of wasteland survival. This is to reflect the backgrounds of our protagonist couple, and is quite intentional. As I shall explain more fully in a forthcoming update, the male protagonist is actually a Navy SEAL, and the female protagonist is a Marine. Please note that many of the names listed here are suggested names, based on my interpretation of each icon, as well as the function of the skill or perk. Each entry on the chart is listed below in order of stat, along with the required value. All Primary Skills are highlighted in bold for easy identification. I have also listed the total number of selectable ranks in each category, which includes the Training Perk for each individual stat.
Note: in the case of 6 and 7 Perception, in spite of their apparent order on the chart, there is evidence to suggest that the in-game order has changed.
And so I have amended the information below so that Nocturnal is now listed before Night Light.
  • STRENGTH (49 ranks)
1 Brawler . 2 Big Leaguer . 3 Rocketeer . 4 Crushing Blow . 5 Wrecking Ball
6 Strong Back . 7 Pistol Boy/Girl . 8 Rifleman/Riflewoman . 9 Slayer . 10 Power Surge
  • PERCEPTION (40 ranks)
1 Tumbler . 2 Long Shot . 3 Awareness . 4 Intel . 5 Firestarter
6 Nocturnal . 7 Night Light . 8 Sniper . 9 Detection . 10 Concentrated Fire
  • ENDURANCE (35 ranks)
1 Toughness . 2 Lead Belly . 3 Life Giver . 4 Chem Resistant . 5 Marine Boy/Girl
6 Rad Resistant . 7 Adamantium Skeleton . 8 Tank . 9 Nuclear Strike . 10 Solar Powered
  • CHARISMA (30 ranks)
1 Cap Collector . 2 Lady Killer/Man Hunter . 3 Attack Dog . 4 Animal Friend . 5 Local Leader
6 Party Boy/Girl . 7 Lone Wanderer . 8 Inspiration . 9 Wasteland Warrior . 10 Intimidation
  • INTELLIGENCE (39 ranks)
1 V.A.N.S. . 2 Medic . 3 Gun Nut . 4 Hacker . 5 Educated
6 Science! . 7 Comprehension . 8 Robotics Expert . 9 Cyborg . 10 Nerd Rage!
  • AGILITY (42 ranks)
1 Rookie . 2 Commando . 3 Sneak . 4 Mister Sandman . 5 Action Boy/Girl
6 Gymnast . 7 Light Step . 8 Thief . 9 Finesse . 10 Stealth
  • LUCK (40 ranks)
1 Fortune Finder . 2 Scrounger . 3 Bloody Mess . 4 Mysterious Stranger . 5 Sole Survivor
6 Scavenger . 7 Better Criticals . 8 Ghoul Touch . 9 Grim Reaper's Sprint . 10 Luck of the Irish

LIST OF PERKS WITH FULL DESCRIPTIONS

Please remember that the following information is currently still speculation, as many details are yet to be confirmed by an official source. I have so far included full details for all perks associated with Strength, Perception, and Endurance, and Charisma. Full details for all remaining perks will be added to the new thread, linked at the top of this page.

You may have noticed by now that there are actually five different types of perk on the chart. First of all, we have the 7 Training Perks, accessed via the stat icons. These perks have two functions, in that they increase the respective stat by 1 point, whilst at the same time unlocking the next perk listed under that stat. The newly unlocked perk may then be selected at any time during subsequent level ups, along with all other previously unlocked perks. Note that any perks that cannot be selected at level up will appear as a grey silhouette, whereas all others are animated and are in full color. Each icon also shows the number of ranks that have been activated. Next, we have 13 Primary Skills as detailed above. Each has one very specific function, with the exception of Firestarter which has two, and each represents a unique aspect of gameplay. Note that most character builds will make use of several Primary Skills. We then have a total of 39 Support Perks, which each have one main function, and are designed to work alongside Primary Skills in order to increase their effectiveness and add new features. After this, there are 11 Combined Ops Perks, which are actually two perks in one. Each has two related but very different functions, and will make the game far more flexible, as well as opening up a number of new ways to play. Note that one of these perks, namely Firestarter, is also a Primary Skill. Finally, we have 7 Special Ops Perks. These dual function perks unlock some of the most powerful abilities in the game, and each requires 10 points in their respective stat.

In addition to this, you will also have noticed that every skill or perk that has more than one rank also has a Bonus feature which is unlocked with the highest rank. This gives us a genuine incentive to unlock all ranks in a particular skill or perk, rather that simply settling for the first. Note that, in the case of Strength, many of the listed skills and perks actually have two bonus features, which are unlocked at ranks 3 and 5.

Finally, the previously mentioned Firestarter is listed as being both a Primary Skill and a Combined Ops Perk. This is due to it's unique significance with regards to the events of the pre-war tutorial. The last thing our protagonist sees before entering Vault 111 is a devastating nuclear explosion. The ensuing fireball is representative of both Fire and Explosives, which are the two aspects of Firestarter.

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All perks have been identified using the following images:

http://i.imgur.com/WBRA8Fv.jpg

http://media2.giga.de/2015/07/Fallout4_Perks-rcm640x0.jpg

http://api.ning.com/files/lihD20i2jrxPwGb-pHicXBiWVT59EveEEfgQzYG8OmY9NktdElbfJ5BDCSE5hbOS16UMUBaAlnfO5Buj5HFMiBxpkGcdSodk/pcjDEh0.jpg

http://vignette2.wikia.nocookie.net/fallout/images/9/94/Fo4_perk_poster_PipBoyEdition.png/revision/latest?cb=20150630213830

http://i.imgur.com/GvJH23e.jpg

Note: when describing the icons seen on the chart, VB is a reference to Vault Boy, and in at least one of the images, VG is a reference to Vault Girl.

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STRENGTH TRAINING
Affects total Carry Weight, weapon recoil, damage from all melee attacks, and damage from Heavy Weapons
Unique Item: Dumbbell (works with all melee skills/perks including Rocketeer. High damage, chance to render target unconscious)
Carry Weight = 200 + (STR x 10) up to max 300, or up to 500 with 4 ranks in Strong Back. Base melee damage increases by 10% per stat point, and so will double with 10 points. All % modifiers are calculated from this value. Base recoil is calculated according to weight and damage output of each weapon, and so heavy weapons will always have far greater recoil. Base recoil is decreased by 5% per stat point, and so will reduce by half with 10 points.
For balancing purposes, I have assumed damage for all heavy weapons as being increased by 10% for each point in Strength. This would double the amount of damage for heavy weapons once the stat is maxed out. This means that, with the new amendments I have made to the line-up, the perks listed in this category, as well as the stat itself, now have a direct connection to every weapon type and combat style in the game. This is highly significant, as it suggests a complete system, and is therefore very likely to be seen in the final game. The connection between the perks seen here and the various weapon types and combat styles are as follows:

Rocketeer works in conjunction with Firestarter (fire & explosives)

Crushing Blow works in conjunction with Brawler (fists and weapons worn on hands)

Wrecking Ball works in conjunction with Big Leaguer (hand-held weapons)

Pistol Boy/Girl works in conjunction with Rookie (pistols)

Rifleman/Riflewoman works in conjunction with Commando (rifles)

Slayer works in conjunction with either Brawler or Big Leaguer (see above)

STRENGTH determines damage from Heavy Weapons
Note that there is an associated bobblehead that will give 1 free point in Strength when found. Finding all 5 related skill books will also give a further point as well as a unique item, as detailed above.
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BRAWLER
Primary Skill, 5 Ranks, requires 1 Strength
VB is in a boxing stance with both fists raised up in front of him. He has removed his shirt and is not wearing boxing gloves. This would suggest that he is about to engage in a bare-knuckle brawl.
Use fists or weapons worn on the hands more effectively during close quarters combat
Bonus: Chance to stagger or knockdown enemies
Schematic: Deathclaw Hand (causes additional bleeding damage and severs limbs more easily. Improves all Slayer attacks)
Rank 1: Attacks made with fists or weapons worn on the hands are now 20% faster and inflict 20% more damage
Rank 2: Attacks made with fists or weapons worn on the hands are now 40% faster and inflict 40% more damage
Rank 3: Attacks made with fists or weapons worn on the hands are now 60% faster and inflict 60% more damage
Rank 4: Attacks made with fists or weapons worn on the hands are now 80% faster and inflict 80% more damage
Rank 5: Attacks made with fists or weapons worn on the hands are now 100% faster and inflict 100% more damage
Third rank adds a 30% chance to stagger your opponent with a blow to the head or torso. This increases to a 20% chance to knockdown at rank five with a blow to the head. Note that with a successful sneak attack and all five ranks in the Sneak skill, there will also be a 50% chance to render a living, synthetic, or robotic target unconscious with a blow to the head. Effects stack with Crushing Blow and Slayer.
Can be used in conjunction with V.A.T.S. for improved targeting of specific body areas. Increased damage can be inflicted by using a variety of weapons worn on the hands. Damage types include normal, shock, bleeding, poison, limb, fire, cryogenic, and armor piercing. Blows to the head add 100% on top of base damage. Critical hits and successful sneak attacks add further damage ranging from 100% up to 200% each. Can destroy unprotected light sources in order to improve stealth. Can be used to start fires by striking a flint or metal object onto a stone surface, which will eventually create a spark. Damage stacks with Crushing Blow and Slayer.
Dual-wielding options allow for any combination of one-handed or hand-worn weapons to be used at the same time, or for a shield to be equipped in the off-hand. Fists or weapons can be used independently by pressing or holding the left or right attack buttons. When the two attack buttons are pressed or held together, both fists or weapons are raised up to protect the face from incoming melee attacks. The left attack button raises a shield if equipped, which reduces damage from ranged attacks and may also protect against additional damage types.
Note that there is an associated bobblehead that will unlock the next available rank when found. Finding all 5 related skill books will also unlock one further rank as well as a unique schematic, as detailed above.
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BIG LEAGUER
Primary Skill, 5 Ranks, requires 2 Strength
VB is wearing gloves and is wielding a baseball bat. He has swung the bat up behind his head, and is about to strike the incoming baseball.
Use hand-held weapons more effectively during close quarters combat
Bonus: Chance to stagger or knockdown enemies
Schematic: Grognak's Axe (causes additional bleeding damage and breaks armor, can be used to literally chop your enemy to pieces. Improves all Slayer attacks)
Rank 1: Attacks made with hand-held weapons are now 20% faster and inflict 20% more damage
Rank 2: Attacks made with hand-held weapons are now 40% faster and inflict 40% more damage
Rank 3: Attacks made with hand-held weapons are now 60% faster and inflict 60% more damage
Rank 4: Attacks made with hand-held weapons are now 80% faster and inflict 80% more damage
Rank 5: Attacks made with hand-held weapons are now 100% faster and inflict 100% more damage
Third rank adds a 30% chance to stagger your opponent with a blow to the head or torso. This increases to a 20% chance to knockdown at rank five with a blow to the head. Note that with a successful sneak attack and all five ranks in the Sneak skill, there will also be a 50% chance to render a living, synthetic, or robotic target unconscious with a blow to the head. Effects stack with Wrecking Ball and Slayer.
Can be used in conjunction with V.A.T.S. for improved targeting of specific body areas. Increased damage can be inflicted by adding mods at a weapons workbench. Damage types include normal, shock, bleeding, poison, limb, fire, cryogenic, and armor piercing. Note that mods require only the base components rather than any additional skill or perk. Blows to the head add 100% on top of base damage. Critical hits and successful sneak attacks add further damage ranging from 100% up to 200% each. Can destroy unprotected light sources in order to improve stealth. Can hit incoming grenades and other projectiles including baseballs. Can be used to start fires by striking a flint or metal object onto a stone surface, which will eventually create a spark. Does not include the special melee attack of pistols or rifles. Damage stacks with Wrecking Ball and Slayer.
Dual-wielding options allow for any combination of one-handed or hand-worn weapons to be used at the same time, or for a shield to be equipped in the off-hand. Two-handed melee weapons cannot be dual-wielded. Fists or weapons can be used independently by pressing or holding the left or right attack buttons. When the two attack buttons are pressed or held together, both fists or weapons are raised up to protect the face from incoming melee attacks. The left attack button raises a shield if equipped, which reduces damage from ranged attacks and may also protect against additional damage types.
Note that there is an associated bobblehead that will unlock the next available rank when found. Also, a set of 5 unique skill books will unlock one further rank as well as a unique schematic, as detailed above.
Suggested Achievement: Out of the Park (use a baseball bat inside Diamond City to hit a baseball over the city walls)
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ROCKETEER
Support Perk, 5 Ranks, requires 3 Strength
VB is standing over a table, on which we see a scaled replica of the Delta IX rocket from the Museum of Technology. Note that the rocket is standing upright, and we can see windows on the nose-cone. In the background we also see a gas cylinder and a launcher, which form part of a homemade rocket kit.
Launch any item by throwing it far in front of you, turning it into a projectile weapon
Bonus: Chance to stagger or knockdown enemies
Rank 1: Base damage and maximum thrown distance increased by 20%
Rank 2: Base damage and maximum thrown distance increased by 40%
Rank 3: Base damage and maximum thrown distance increased by 60%
Rank 4: Base damage and maximum thrown distance increased by 80%
Rank 5: Base damage and maximum thrown distance increased by 100%
Third rank adds a 30% chance to stagger your opponent with a blow to the head or torso. This increases to a 20% chance to knockdown at rank five with a blow to the head. Note that with a successful sneak attack and all five ranks in the Sneak skill, there will also be a 50% chance to render a living, synthetic, or robotic target unconscious with a blow to the head.
The effect is applied by holding down the attack button whilst 'grabbing' any hand-held item or object. Can be used in conjunction with V.A.T.S. for improved targeting of specific body areas. Base damage and thrown distance are determined by the weight and construction of each object. Small items made of stone or metal travel furthest and inflict the most damage. Additional damage may also be applied to projectiles. Damage types include normal, shock, bleeding, poison, limb, fire, cryogenic, and armor piercing. Head shots add 100% on top of base damage. Critical hits and successful sneak attacks add further damage ranging from 100% up to 200% each. Can destroy unprotected light sources in order to improve stealth. Distance for thrown explosives and incendiary devices is also affected by this perk.
Can be used as a dual-wielding option in conjunction with fists, hand-worn weapons, hand-held weapons, pistols, explosives, or a shield. Projectiles or thrown explosives cannot be used at the same time as two-handed melee weapons, rifles, or heavy weapons. Aiming down sights whilst holding a projectile increases throwing accuracy if single-wielding, or releases the projectile if dual-wielding in the left hand. When the two attack buttons are pressed or held together, both arms are raised up to protect the face from incoming melee attacks. The left attack button raises a shield if equipped, which reduces damage from ranged attacks and may also protect against additional damage types.
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CRUSHING BLOW
Support Perk, 5 Ranks, requires 4 Strength
VB is standing over the same table as seen in the above perk, but this time the rocket has gone. The gas cylinder and launcher have been shoved to one side, and VB is hanging his head down and has dropped his shoulders as if his dreams have just been crushed.
Use fists or hand-worn weapons to destroy armor, and break other objects including control terminals, turrets, and locks
Bonus: Chance to one-hit kill or destroy the target
Rank 1: Base damage increased by 20% with 10% chance to destroy armor, allows for more attempts and better chance of breaking very easy locks
Rank 2: Base damage increased by 40% with 20% chance to destroy armor, allows for more attempt and better chance of breaking easy locks
Rank 3: Base damage increased by 60% with 30% chance to destroy armor, allows for more attempt and better chance of breaking medium locks
Rank 4: Base damage increased by 80% with 40% chance to destroy armor, allows for more attempt and better chance of breaking hard locks
Rank 5: Base damage increased by 100% with 50% chance to destroy armor, allows for more attempt and better chance of breaking very hard locks
Fifth rank adds a 10% chance to one-hit kill your opponent or destroy your target. Note that with a successful sneak attack and all five ranks in the Sneak skill, there will also be a 50% chance to render a living, synthetic, or robotic target unconscious with a blow to the head. Effects stack with Brawler.
The effect is applied by holding down the attack button whilst standing within range of the target. Can be used in conjunction with V.A.T.S. for improved targeting of specific body areas. Blows to the head add 100% on top of base damage. Critical hits and successful sneak attacks add further damage ranging from 100% up to 200% each. Can destroy reinforced light sources in order to improve stealth. Can destroy control terminals, turrets, and other objects. Can be used to start fires by striking a flint or metal object onto a stone surface, which will eventually create a spark. Damage stacks with Brawler. If a successful attempt is made at breaking a lock, the door or container will open. After too many unsuccessful attempts, the lock will become unusable. In the case of any essential locks, the lock can still be accessed through other means, but no more attempts can be made at breaking them.
Dual-wielding options allow for any combination of one-handed or hand-worn weapons to be used at the same time, or for a shield to be equipped in the off-hand. Fists or weapons can be used independently by pressing or holding the left or right attack buttons. When the two attack buttons are pressed or held together, both fists or weapons are raised up to protect the face from incoming melee attacks. The left attack button raises a shield if equipped, which reduces damage from ranged attacks and may also protect against additional damage types.
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WRECKING BALL
Support Perk, 5 Ranks, requires 5 Strength
VB is holding up a stick with a chain, which has a miniature wrecking ball attached at the end.
Use hand-held weapons to destroy armor, and break other objects including control terminals, turrets, and locks
Bonus: Chance to one-hit kill or destroy the target
Rank 1: Base damage increased by 20% with 10% chance to destroy armor, allows for more attempts and better chance of breaking very easy locks
Rank 2: Base damage increased by 40% with 20% chance to destroy armor, allows for more attempts and better chance of breaking easy locks
Rank 3: Base damage increased by 60% with 30% chance to destroy armor, allows for more attempts and better chance of breaking medium locks
Rank 4: Base damage increased by 80% with 40% chance to destroy armor, allows for more attempts and better chance of breaking hard locks
Rank 5: Base damage increased by 100% with 50% chance to destroy armor, allows for more attempts and better chance of breaking very hard locks
Fifth rank adds a 10% chance to one hit kill your opponent or destroy your target. Note that with a successful sneak attack and all five ranks in the Sneak skill, there will also be a 50% chance to render a living, synthetic, or robotic target unconscious with a blow to the head. Effects stack with Big Leaguer.
The effect is applied by holding down the attack button whilst standing within range of the target. Can be used in conjunction with V.A.T.S. for improved targeting of specific body areas. Blows to the head add 100% on top of base damage. Critical hits and successful sneak attacks add further damage ranging from 100% up to 200% each. Can destroy reinforced light sources in order to improve stealth. Can destroy control terminals, turrets, and other objects. Can be used to start fires by striking a flint or metal object onto a stone surface, which will eventually create a spark. Damage stacks with Big Leaguer. If a successful attempt is made at breaking a lock, the door or container will open. After too many unsuccessful attempts, the lock will become unusable. In the case of any essential locks, the lock can still be accessed through other means, but no more attempts can be made at breaking them.
Dual-wielding options allow for any combination of one-handed or hand-worn weapons to be used at the same time, or for a shield to be equipped in the off-hand. Fists or weapons can be used independently by pressing or holding the left or right attack buttons. When the two attack buttons are pressed or held together, both fists or weapons are raised up to protect the face from incoming melee attacks. The left attack button raises a shield if equipped, which reduces damage from ranged attacks and may also protect against additional damage types.
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STRONG BACK
Support Perk, 4 Ranks, requires 6 Strength
VB is standing next to a chair and is carrying a number of heavy items on his back.
Increase your encumbrance level so that you can carry more items
Bonus: Doubles movement rate whilst encumbered
Rank 1: Base Carry Weight increased by a total of 50
Rank 2: Base Carry Weight increased by a total of 100
Rank 3: Base Carry Weight increased by a total of 150
Rank 4: Base Carry Weight increased by a total of 200
Fourth rank doubles movement rate for walking or sneaking when encumbered. Note that the sprint function is only available with Power Surge.
When used in conjunction with a Strength score of 10, this perk allows you to increase your total Carry Weight up to the maximum of 500.
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PISTOL BOY / PISTOL GIRL
Support Perk, 5 Ranks, requires 7 Strength
VB is extending his fist outwards, but is also holding a pistol.
Use the special melee attack of your pistol more effectively during close quarters combat
Bonus: Chance to stagger of knockdown enemies
Rank 1: Melee attacks made with a pistol are now 20% faster and inflict 20% more damage
Rank 2: Melee attacks made with a pistol are now 40% faster and inflict 40% more damage
Rank 3: Melee attacks made with a pistol are now 60% faster and inflict 60% more damage
Rank 4: Melee attacks made with a pistol are now 80% faster and inflict 80% more damage
Rank 5: Melee attacks made with a pistol are now 100% faster and inflict 100% more damage
Third rank adds a 30% chance to stagger your opponent with a blow to the head or torso. This increases to a 20% chance to knockdown at rank five with a blow to the head. Note that with a successful sneak attack and all five ranks in the Sneak skill, there will also be a 50% chance to render a living, synthetic, or robotic target unconscious with a blow to the head.
The effect is applied by pressing the melee attack button whilst standing within range of the target. Can be used in conjunction with V.A.T.S. for improved targeting of specific body areas. Increased damage can be inflicted by adding mods at a weapons workbench. Damage types include normal, limb, and armor piercing. Blows to the head add 100% on top of base damage. Critical hits and successful sneak attacks add further damage ranging from 100% up to 200% each. Can destroy unprotected light sources in order to improve stealth. Can be used to start fires by striking a flint or metal object onto a stone surface, which will eventually create a spark. Note that using this ability will not cause any damage to the weapon.
Dual-wielding options allow for any combination of one-handed or hand-worn weapons to be used at the same time, or for a shield to be equipped in the off-hand. Fists or weapons can be used independently by pressing or holding the left or right attack buttons. When the two attack buttons are pressed or held together, both fists or weapons are raised up to protect the face from incoming melee attacks. The left attack button also raises a shield if equipped, which reduces damage from ranged attacks and may also protect against additional damage types.
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RIFLEMAN / RIFLEWOMAN
Support Perk, 5 Ranks, requires 8 Strength
VB is extending his arm outwards, and is holding a rifle.
Use the special melee attacks of your rifle more effectively during close quarters combat
Bonus: Chance to stagger of knockdown enemies
Rank 1: Melee attacks made with a rifle are now 20% faster and inflict 20% more damage
Rank 2: Melee attacks made with a rifle are now 40% faster and inflict 40% more damage
Rank 3: Melee attacks made with a rifle are now 60% faster and inflict 60% more damage
Rank 4: Melee attacks made with a rifle are now 80% faster and inflict 80% more damage
Rank 5: Melee attacks made with a rifle are now 100% faster and inflict 100% more damage
Third rank adds a 30% chance to stagger your opponent with a blow to the head or torso. This increases to a 20% chance to knockdown at rank five with a blow to the head. Note that with a successful sneak attack and all five ranks in the Sneak skill, there will also be a 50% chance to render a living, synthetic, or robotic target unconscious with a blow to the head.
The effect is applied by pressing the melee attack button whilst standing within range of the target. Can be used in conjunction with V.A.T.S. for improved targeting of specific body areas. Increased damage can be inflicted by adding mods at a weapons workbench. Damage types include normal, limb, and armor piercing. Note that if a bayonet is fitted, this will be used in place of the buttstock, and will cause additional bleeding damage. Blows to the head add 100% on top of base damage. Critical hits and successful sneak attacks add further damage ranging from 100% up to 200% each. Can destroy unprotected light sources in order to improve stealth. Can be used to start fires by striking a flint or metal object onto a stone surface, which will eventually create a spark. Note that using this ability will not cause any damage to the weapon.
For balance purposes, dual-wielding options are not available with rifles or heavy weapons.
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SLAYER
Support Perk, 5 Ranks, requires 9 Strength
VB is wielding an axe and is also wearing a loincloth.
Unlock and execute four brutal melee attacks and one defensive ability for use with fists, hand-worn weapons, and hand-held weapons
Bonus: Chance to one-hit kill the target
Rank 1: Slayer attacks are 20% faster and inflict 20% more damage, unlocks forward thrusting attack with additional bleeding damage
Rank 2: Slayer attacks are 40% faster and inflict 40% more damage, unlocks backward chopping attack which cripples limbs
Rank 3: Slayer attacks are 60% faster and inflict 60% more damage, unlocks left bludgeoning attack with a 50% chance to sever limbs
Rank 4: Slayer attacks are 80% faster and inflict 80% more damage, unlocks right bludgeoning attack which will decapitate target if killed
Rank 5: Slayer attacks are 100% faster and inflict 100% more damage, unlocks special block that will reduce damage and stagger your opponent
Fifth rank adds a 10% chance to one-hit kill your opponent with all four Slayer attacks. Note that with a successful sneak attack and all five ranks in the Sneak skill, there will also be a 50% chance to render a living, synthetic, or robotic target unconscious with a blow to the head. Effects stack with Brawler and Big Leaguer.
Individual attacks are selected by holding down the attack button whilst pushing forwards, backwards, left, or right. One attack is unlocked for unarmed and one for melee weapons with each rank up to rank 4. Can be used in conjunction with V.A.T.S. for improved targeting of specific body areas. Blows to the head add 100% on top of base damage. Critical hits and successful sneak attacks add further damage ranging from 100% up to 200% each. Aiming down sights raises either both fists or an equipped hand-held weapon, which protects the player's face from incoming melee attacks. At rank 5 this will perform the special block ability that will reduce damage and stagger your opponent. Can destroy reinforced light sources in order to improve stealth. Can be used to start fires by striking a flint or metal object onto a stone surface, which will eventually create a spark. Damage stacks with Brawler and Big Leaguer.
Dual-wielding options allow for any combination of one-handed or hand-worn weapons to be used at the same time, or for a shield to be equipped in the off-hand. Note that shields increase Damage Resistance, and may also carry additional protective or defensive bonuses. Fists or weapons can be used independently by pressing or holding the left or right attack buttons. When the two attack buttons are pressed or held together, both fists or weapons are raised up to protect the face from incoming melee attacks. The left attack button also raises a shield if equipped, which protects against ranged attacks.
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POWER SURGE
Special Ops Perk, 4 Ranks, requires 10 Strength
VB is standing next to someone in power armor, who has their hand on his shoulder. It's looks as though they may have just electrocuted him, as the top half of his jumpsuit is green, and his hair looks dark and frazzled.
Increase power of Sprint function to knock down enemies or move faster in short bursts when encumbered
Bonus: Sprint at reduced speed whilst carrying any amount of weight
Rank 1: Enemies are staggered upon impact, can also sprint at 20% normal speed while encumbered at 2x maximum weight
Rank 2: Enemies are winded upon impact and must recover, can also sprint at 30% normal speed while encumbered at 3x maximum weight
Rank 3: 30% chance to knock enemies to the ground upon impact, can also sprint at 40% normal speed while encumbered at 4x maximum weight
Rank 4: 30% chance to knock enemies unconscious upon impact, can also sprint at half normal speed while encumbered at any weight
Fourth rank allows you to sprint at half speed whilst carrying unlimited weight.
Impact with enemies also does damage which increases with each rank. Both functions are activated by holding down the sprint button. The first effect applies when below maximum Carry Weight, and the second effect applies when encumbered up to the amount as per the description for each rank. With 10 points in Strength, this perk will allow you to carry any amount of weight in short bursts. Duration for both effects is determined by the sprint meter, and speed of movement increases with each rank as outlined. When the meter runs out, previous encumbered or non-encumbered speeds resume. The first effect would be useful as a form of crowd control, and the second would be a useful for those who tend to collect everything, but do not like to use fast travel. The second effect also means that you would be able to relocate from one settlement to another without having to make multiple journeys. Note that if you are encumbered and not sprinting, your movement rate will be very slow, making you far more vulnerable to attack.

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PERCEPTION TRAINING
Affects distance for threat indicators, and base chance to hit in V.A.T.S.
Unique Item: Spy Drone (allows you to spy on locations within the effective range, via the Pip-Boy screen, in order to track enemy movements)
Distance for threat indicators and chance to hit in V.A.T.S. both increase by 10% per stat point, and so will double with 10 points. This means that when the stat is maxed out, enemies can be twice as far away and will still show up on the compass, and will also be twice as easy to hit in V.A.T.S. compared to the base value. The resulting chance to hit is however completely dynamic, and is affected by movement and line-of-sight. All % modifiers for V.A.T.S. are added to the original base value.
Note that there is an associated bobblehead that will give 1 free point in Perception when found. Finding all 5 related skill books will also give a further point as well as a unique item, as detailed above.
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TUMBLER
Primary Skill, 5 Ranks, requires 1 Perception
VB is unlocking a cabinet in the foreground, whist VG (Vault Girl) is unlocking a door in the background. Note that this could also be a clue as to an important in-game event. When we emerge from Vault 111, I have already predicted that our spouse was involved in breaking us out by remotely triggering a system failure inside the vault, thereby reversing the cryogenic process and unlocking the vault door.
Use bobby pins to open locked doors and containers more easily
Bonus: Bobby pins are a bit stronger, and so are harder to break
Schematic: Skeleton Key (unbreakable lockpick, allows unlimited attempts to unlock doors and containers)
Rank 1: Very easy locks are now twice as easy to open
Rank 2: Easy locks are now twice as easy to open
Rank 3: Medium locks are now twice as easy to open
Rank 4: Hard locks are now twice as easy to open
Rank 5: Very hard locks are now twice as easy to open
Fifth rank makes it twice as hard to break bobby pins, meaning less are wasted
Activating a lock or locked door will take you into the lockpicking mini-game, where you can see a bobby pin and a screwdriver. The bobby pin is moved with the left stick and the screwdriver turns the lock using the right stick. If using mouse and keyboard, the mouse directly controls both the bobby pin and the screwdriver with left-right movement and a toggle key switches between the two functions, allowing for fine control. Note that instead of having a level requirement, each lock can now be attempted by any player at any time, but with a penalty based on the complexity of the lock. Each increment in complexity halves the workable area for picking the lock, thus requiring a far greater level of precision. Depending on the lock level and how carefully you move the lock itself, bobby pins can break from anywhere between 1 and 4 attempts, however this number will be doubled with the special bonus at rank 5.
Note that there is an associated bobblehead that will unlock the next available rank when found. Finding all 5 related skill books will also unlock one further rank as well as a unique schematic, as detailed above.
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LONG SHOT
Support Perk, 4 Ranks, requires 2 Perception
VB is pitching a ball upwards and away from him, and the movement lines behind the ball indicate that it is a fairly powerful throw. Note that the position of the ball, the movement lines themselves, VB's hand, and the angle of his head, all give the appearance of him looking through a telescope.
Zoom in further in order to get a better lay of the land, to spot distant enemies, and to take longer distance shots
Bonus: Adds a hold-breath function for added stability
Rank 1: Zoom distance when walking or standing increases by 25%
Rank 2: Zoom distance when walking or standing increases by 50%
Rank 3: Zoom distance when walking or standing increases by 75%
Rank 4: Zoom distance when walking or standing increases by 100%
Fourth rank adds a hold-breath function, which is accessed by pressing the left stick or equivalent when in sighted mode.
Pressing the zoom button when either standing still or walking will now bring distant objects much closer. This will be useful for identifying friends or hostiles, creatures, and even distant landmarks. Note that this effect will make it far easier to take sighted shots with a pistol or a rifle, especially with the bonus effect at rank 4. Both of these effects stack with any scope attached to your weapon, allowing for far more accurate shots at a much greater distance.
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AWARENESS
Support Perk, 3 Ranks, requires 3 Perception
VB is pointing a pistol at a critter who is highlighted with the familiar green V.A.T.S. overlay. Note that the critter can be seen taking a defensive stance with it's 'fists' up, suggesting that we may be able to identify any vulnerabilities it may have.
Slow down time in V.A.T.S. in order to choose better shots and make better tactical decisions
Bonus: Displays tactical information on highlighted enemy
Rank 1: Time in V.A.T.S. is slowed down by 25%
Rank 2: Time in V.A.T.S. is slowed down by 50%
Rank 3: Time in V.A.T.S. is slowed down by 75%
Third rank adds tactical information on any highlighted enemy. This displays their level and any resistances, including Damage Resistance for normal weapons, and Shock Resistance for energy based weapons. Note that Shock Resistance also protects against lightning and electrical damage. In the example shown in the E3 demo, the targeted 'Raider Scum' is level 4, with 16 DR and 23 SR.
Because V.A.T.S. no longer pauses the game, the whole process now requires a certain amount of strategic thinking in terms of which enemy you choose to target, and where and how you apply damage. This perk allows you the extra time needed to make those decisions by slowing down time whenever you are in V.A.T.S. mode. Note that the bonus effect can actually be seen in action during the E3 demo, and will allow for an even greater level of tactical planning. This additional information is available whenever V.A.T.S. is initiated, and so can even be used by those who focus mainly on real-time combat. Let's say that you are hiding in sneak mode and can see three enemies. You will quickly be able to find out which one presents the greatest challenge, and so will be able to plan your attack accordingly.
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INTEL
Primary Skill, 5 Ranks, requires 4 Perception
VB is using a special tool to rotate the dial on a safe using his left hand. With his right hand, he is writing numbers at the top of the safe. Note that the tool being used has been identified as the schematic item.
Use increased sensory awareness to crack safes more easily
Bonus: Twice the number of attempts when safe-cracking
Schematic: Auto Safe Dialer (automatically finds the correct number to dial during each stage of safe-cracking. Time taken depends on lock complexity)
Rank 1: More distinctive feedback when attempting very easy safes
Rank 2: More distinctive feedback when attempting easy safes
Rank 3: More distinctive feedback when attempting medium safes
Rank 4: More distinctive feedback when attempting hard safes
Rank 5: More distinctive feedback when attempting very hard safes
Fifth rank allows 4 chances before the safe becomes inaccessible.
Activating a safe will take you into the new safe-cracking mini-game. Although no information has been confirmed about exactly how this process works, I have a feeling it will be something of a hybrid between lockpicking and terminal hacking. Using the left trigger or moving the mouse to the left, the dial moves accordingly. As it moves, we can hear audible clicks, as well as see slight 'disruptions' in the movement of the dial. Once the dial reaches the 'sweet spot', the sound and movement will be very slightly different, but to complicate matters, negative feedback would also give us 'false readings'. Once we think we've identified the correct number on the dial, we use the right trigger or the mouse to turn the dial the other way, and so on. The total number of stages would increase with the complexity of the lock, and as we reach the final stage, if we are successful, the safe will open. If not, we have 'failed' and must start again. After two failed attempts, the safe will become inaccessible.
Note that there is an associated bobblehead that will unlock the next available rank when found. Finding all 5 related skill books will also unlock one further rank as well as a unique schematic, as detailed above.
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FIRESTARTER
Primary Skill/Combined Ops Perk, 5 Ranks, requires 5 Perception
VB is pushing the plunger down on a detonator box, and a small explosion can be seen that also looks like a campfire.
Manipulate and resist fire, and use, craft, and detect explosives and incendiary devices more effectively
Bonus: Create fire, unlock craftable explosives and incendiaries, and increase damage on fire based weapons
Schematic: Incendiary Mine (devastating land-based explosive with napalm effect, triggered by movement)
Rank 1: Fire resistance increased by 10%, damage from and detection of explosives and incendiary devices increased by 20%
Rank 2: Fire resistance increased by 20%, damage from and detection of explosives and incendiary devices increased by 40%
Rank 3: Fire resistance increased by 30%, damage from and detection of explosives and incendiary devices increased by 60%
Rank 4: Fire resistance increased by 40%, damage from and detection of explosives and incendiary devices increased by 80%
Rank 5: Fire resistance increased by 50%, damage from and detection of explosives and incendiary devices increased by 100%
First rank allows you to create fire using two sticks, instead of having to use a flint, a metal object, or a lit torch. Second, third, fourth, and fifth ranks each unlock a new level of craftable explosives and incendiaries with a variety of effects. Fifth rank also increases damage from all fire-based weapons by 50%.
Flints, metal objects, lit torches, and sticks can be used to start fires at Cooking Stations, allowing you to cook food and boil water, which will reduce contamination levels. The craftable explosives mentioned above include C4, which can be used to blow safes, as well as locked doors and containers. In the case of safes and containers, there is a small chance of damaging certain contents based on the complexity of the lock. Thrown explosives and incendiaries can be used in conjunction with V.A.T.S. for improved targeting of specific body areas, although this does not affect damage output. Note that most weapons under this category cause area of effect and fire-based splash damage. Critical hits and successful sneak attacks add further damage ranging from 100% up to 200% each, which is calculated from the base value only. Distance to trigger mines and other explosives decreases and chance to disarm increases with each rank. Certain flammable objects and materials will catch fire and can be partially of fully destroyed. Thrown distance stacks with Rocketeer.
Can be used as a dual-wielding option in conjunction with fists, hand-worn weapons, hand-held weapons, pistols, projectiles, or a shield. Projectiles or thrown explosives cannot be used at the same time as two-handed melee weapons, rifles, or heavy weapons. Aiming down sights whilst holding explosives or incendiaries increases throwing accuracy if single-wielding, or throws the weapon or device if dual-wielding in the left hand. When the two attack buttons are pressed or held together, both arms are raised up to protect the face from incoming melee attacks. The left attack button also raises a shield if equipped, which reduces damage from ranged attacks and may also protect against additional damage types.
Note that there is an associated bobblehead that will unlock the next available rank when found. Finding all 5 related skill books will also unlock one further rank as well as a unique schematic, as detailed above.
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NOCTURNAL
Support Perk, 4 Ranks, requires 6 Perception
VB is dressed up as a vampire, and is standing next to a partially opened coffin. His right hand is up in the air, and there is a small, very bright light above it. Note that on the included chart images, this perk is shown in the 7th position. This has since been moved to the 6th position as confirmed by the leaked Gamescom footage.
Increased threat indicators between the hours of 6pm and 6am
Bonus: Visually enhances all living entities when in low light conditions, making them easier to spot
Rank 1: Threat indicators can detect enemies 25% further away at night
Rank 2: Threat indicators can detect enemies 50% further away at night
Rank 3: Threat indicators can detect enemies 75% further away at night
Rank 4: Threat indicators can detect enemies 100% further away at night
Fourth rank visually enhances all living entities as long as there is at least one light source. Note that this function requires line-of-sight.
Very useful for nocturnal exploration and night missions and to improve stealth. Can be used in conjunction with V.A.T.S. for improved targeting of specific body areas. Note that V.A.T.S. requires you to be able to see enemies before they can be targeted with more than a zero chance to hit. Works in conjuction with Night Light for enhanced effect. Rank 4 adds a slight visual effect to living entities when in low light conditions that makes them easier to spot, providing a viable alternative to using the Pip-Boy light.
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NIGHT LIGHT
Support Perk, 1 Rank, requires 7 Perception
VB is shown with a green glow eminating from his chest, giving him the appearance of a night light. Note that on the included chart images, this perk is shown in the 6th position. This has since been moved to the 7th position as confirmed by the leaked Gamescom footage.
Adds a military style night vision effect
Rank 1: Night Vision ability can be toggled on or off as and when required
Very useful for nocturnal exploration and night missions, as well as pitch black areas, and to improve stealth. Can be used in conjunction with V.A.T.S. for improved targeting of specific body areas. Note that V.A.T.S. requires us to be able to see enemies before they can be targeted with more than a zero chance to hit. Works in conjuction with Nocturnal for enhanced effect. Visual effect is similar to that of a military grade night vision device. Completely removes the requirement for using the light from the Pip-Boy when in low or zero light conditions.
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SNIPER
Support Perk, 4 Ranks, requires 8 Perception
VB is lying on the ground and is looking through the scope of a sniper rifle. Not only is this clearly a reference for the perk listed below, it would also suggest the ability to go fully prone, as will be detailed in a subsequent perk.
Increase accuracy when targeting headshots in V.A.T.S.
Bonus: Headshot damage increased by 20% both inside and outside of V.A.T.S.
Rank 1: Accuracy when taking V.A.T.S. headshots increased by 10%
Rank 2: Accuracy when taking V.A.T.S. headshots increased by 20%
Rank 3: Accuracy when taking V.A.T.S. headshots increased by 30%
Rank 4: Accuracy when taking V.A.T.S. headshots increased by 50%
Fourth rank adds 20% to total headshot damage both inside and outside of V.A.T.S., giving an incentive for all players who use sniper rifles to take this.
Allows headshots to be taken from far greater distances when using V.A.T.S. Can be used in conjunction with other perks in this category to improve range, visibility, and to identify threat level of individual enemies. Added damage makes this a viable choice for those who prefer to use real-time sighted mode for sniper shots.
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DETECTION
Support Perk, 4 Ranks, requires 9 Perception
VB is shooting through a wall, and behind the wall is a now dead critter that has dropped to the ground.
Detect living entities through walls and other objects
Bonus: Able to detect robots and synthetics
Rank 1: Range and duration of detection increased by 25%
Rank 2: Range and duration of detection increased by 50%
Rank 3: Range and duration of detection increased by 75%
Rank 4: Range and duration of detection increased by 100%
Fourth rank allows you to detect robots and synthetics, which will be outlined in a different color to living entities.
Allows living, synthetic, and robotic entities to be detected through any obstacle up to the maximum range as determined by rank. Timed activation also increases with rank. Note that certain materials, such as wood, can now be penetrated by ranged weapons. This makes V.A.T.S. a viable option, as any chance to hit through penetrable materials will now be shown, as well as specific information pertaining to hidden enemies if used in conjunction with rank 3 of Awareness. Friendly and hostile entities will be outlined in different colors, and this will be extended to unique colors for robots and synthetics at the highest rank.
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CONCENTRATED FIRE
Special Ops Perk, 4 Ranks, requires 10 Perception
VB is targeting an enemy's leg, which is highlighted in a large circle. Note that he also appears to be concentrating.
Improve accuracy in V.A.T.S. per queued shot, as well as slowing down time in sighted mode
Bonus: Increase all ranged damage by 20% during slowdown
Rank 1: Adds 5% per queued shot in V.A.T.S. when targeting an enemy's torso, slows down real time combat by 10% when triggered
Rank 2: Adds 5% per queued shot in V.A.T.S. when targeting an enemy's limbs, slows down real time combat by 20% when triggered
Rank 3: Adds 5% per queued shot in V.A.T.S. when targeting an enemy's head, slows down real time combat by 30% when triggered
Rank 4: Adds 10% per queued shot in V.A.T.S. when targeting an enemy's torso, limbs, or head, slows down real time combat by 50% when triggered
Fourth rank increases damage from all ranged shots by 20% during slowdown effect
Slowdown effect is triggered during real-time combat only. For slowdown in V.A.T.S., see the Awareness perk. Greatly increases accuracy of consecutive shots in V.A.T.S. mode and for all shots in sighted mode. Stacks with other perks such as Sniper, which will allow for V.A.T.S. headshots at the maximum hit chance of 95% at a much greater range. The slowdown effect is particularly useful for moving targets, as it allows you to pre-empt the target's position when lining up your shot.
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ENDURANCE TRAINING
Affects total Hit Points, Action Point Drain when Sprinting, Sprint Duration, Lung Capacity, and movement rate when wielding Heavy Weapons
Unique Item: Riot Shield (50% reduction from all damage when raised. Held in off-hand, works with any combination of one-handed weapons)
Starting Hit Points = 80 + (END x 5) up to max 130, or up to 205 with 3 ranks in Life Giver. HP increases by +5 per level and caps at level 80. Final HP will be between 480 and 600. Action Points drain whilst sprinting at a rate of (10-END) per second. With 3 Endurance AP would drain at 7 pps, and with 10 Endurance there would be zero drain. Sprint Duration = 10 sec + (END x 2) up to max 30 sec. Lung Capacity = 20 sec + (END x 4) up to max 60 sec, or up to 300 sec with 4 ranks in Marine Boy/Girl. Hold Breath function added with Long Shot = half base value between 10 and 30 sec. Movement rate is reduced by half when wielding Heavy Weapons. This effect is negated by 5% for each point in Endurance, and so is fully restored with 10 points.
Note that there is an associated bobblehead that will give 1 free point in Endurance when found. Finding all 5 related skill books will also give a further point as well as a unique item, as detailed above.
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TOUGHNESS
Support Perk, 3 Ranks, requires 1 Endurance
VB is dressed as a superhero, and can be seen with a pistol, a boot, and a can, all bouncing off his chest.
Reduce the amount of damage taken by increasing your natural resistance
Bonus: Take 20% less damage from melee attacks
Rank 1: Damage Resistance increased by 10%, Shock Resistance increased by 5%
Rank 2: Damage Resistance increased by 20%, Shock Resistance increased by 10%
Rank 3: Damage Resistance increased by 30%, Shock Resistance increased by 20%
Third rank reduces damage from all melee attacks by 20%. Note that this is in addition to the increased Damage and Shock Resistance provided by the perk.
Significantly reduces normal damage and shock damage, resulting from ballistic and energy weapons respectively. Note that plasma weapons dish out both damage types, and so are far more powerful. Shock damage can also be received from lightning bolts and other electrical sources. This perk is very useful during early stages of gameplay, or for those who do not wish to use power armor or other heavy armor types. Armor can be hard to come by in some of the earlier locations you will visit, increasing the value of this perk even further. The special bonus is useful for melee characters, or when engaging in close quarters combat. This is particularly important when inside buildings, where the effective range of most weapons is greatly reduced.
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LEAD BELLY
Support Perk, 3 Ranks, requires 2 Endurance
VB is drinking from a tap, and his belly can be seen glowing with radiation.
Reduce radiation from all food and water sources
Bonus: 50% resistant to poison
Rank 1: Radiation from all food and water reduced by 25%
Rank 2: Radiation from all food and water reduced by 50%
Rank 3: Radiation from all food and water reduced by 75%
Third rank removes half the effect of all poison resulting from consumables, weapons, and creatures such as radscorpions.
Food and water can be used to restore health, but will also increase your radiation level, and so must be used very carefully. This perk reduces the effects of contamination by up to 80%, which will improve your chances of long-term survival. Note that it is now possible to cook food and boil water to further reduce contamination by using a cooking station. This requires either a flint, or two wooden sticks if you have at least 1 rank in Firestarter. The downside is of course that fire from a cooking station will notify enemies of your location. The safest place to cook food, or to purchase pre-cooked food, is at one of the many settlements spread throughout the wastes.
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LIFE GIVER
Support Perk, 3 Ranks, requires 3 Endurance
VB has his hands raised up as if preaching, and is looking very biblical with his robes, beard, and sandles.
Increase your maximum number of Hit Points
Bonus: Double the healing rate from food, water, and consumables
Rank 1: Hit Points increased by 25
Rank 2: Hit Points increased by 50
Rank 3: Hit Points increased by 75
Third rank doubles the number of Hit Points restored by all food, water sources, and consumables. Does not include Stimpaks. Note than as with the above perk, any resulting radiation will lower your maximum health until removed.
The number of starting Hit Points has been significantly reduced since Fallout 3, leaving us a little more vulnerable at the start of the game. However, this is offset against a faster rate of levelling, as well as a much higher number of achievable levels. This perk more than compensates for the initial reduction, and at rank 3 will be the equivalent of 15 levels worth of additional health. Note that, according to my estimate, your HP will increase at a rate of 5 additional points per level, and would be capped at level 80. This would give a maximum achievable HP of 600 and would require 323,900 XP, and so would take quite some time to achieve. Note that there is no longer a level cap, and so you would still be able to continue gaining XP as well as new perks once your HP was maxed out.
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CHEM RESISTANT
Support Perk, 3 Ranks, requires 4 Endurance
VB can be seen with a number of broken Stimpaks that have failed to penetrate his skin.
Reduce your chance of becoming addicted to chems
Bonus: Chems last twice as long
Rank 1: Chance of becoming addicted to chems is reduced by 25%
Rank 2: Chance of becoming addicted to chems is reduced by 50%
Rank 3: Chance of becoming addicted to chems is reduced by 75%
Third rank doubles the effective duration of all chems. Note that this bonus has no effect on Rad-X, Radaway or Stimpaks.
In a post apocalyptic world filled with things that are trying to kill you, chems can mean the difference between life or death. Sometimes they will temporarily open up new abilities by increasing your stats, other times they will give you a necessary edge in combat by allowing you additional Action Points to be used in V.A.T.S. mode, or by increasing the amount of damage you can take. However, all chems carry the risk of addiction if you use them too often. This perk will significantly reduce the risk of addiction, and so will allow you to take more chems, and to use them more frequently.
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MARINE BOY / MARINE GIRL
Combined Ops Perk, 4 Ranks, requires 5 Endurance
VB is standing inside a circular metal swimming pool, which also has the appearance of a Moon Pool as used in underwater exploration. Note that the water inside the pool is clear, which would suggest that there are clean, uncontaminated water sources to be found in the Commonwealth.
Stay underwater without oxygen for longer, and make use of your Pip-Boy's enhanced underwater navigation and targeting system
Bonus: Adds a fast swim function
Rank 1: Stay underwater without oxygen for 2x normal duration, up to 120 sec
Rank 2: Stay underwater without oxygen for 3x normal duration, up to 180 sec
Rank 3: Stay underwater without oxygen for 4x normal duration, up to 240 sec
Rank 4: Stay underwater without oxygen for 5x normal duration, up to 300 sec
First rank adds enhanced underwater navigation and targeting. Fifth rank adds a fast swim function which will allow you to reach greater depths or escape enemies more quickly. The fast swim function is activated using the sprint button, and the duration is identical to that of sprinting.
This perk will enhance the experience of being underwater by allowing you to navigate more easily, and to explore for a much longer duration. The navigation system replaces the map with a sonar HUD overlay, and the compass with a gyroscope and a depth gauge. One of the biggest potential features of Fallout 4 that has not even been so much as mentioned by the devs is underwater exploration, and yet there are at least 3 related images in the concept art, including one featuring a giant squid. This suggests that we will be able to fully explore a great many underwater areas, including Boston Harbor, which I believe is the location of the Glowing Sea. This also means that we will be engaging in underwater combat, and will therefore require suitable weapons (such as a harpoon gun or a mini torpedo launcher), as well as a modified targeting system, which would be the equivalent of V.A.T.S. Note that the rubberised appearance of the armored Vault 111 Suit suggests that it is designed for underwater use.
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RAD RESISTANT
Support Perk, 4 Ranks, requires 6 Endurance
VB is wearing a hazmat suit, and is standing inside a barrel of radioactive waste.
Increase your natural resistance to radiation
Bonus: Rad-X and Radaway are now twice as effective
Rank 1: Radiation Resistance increased by 10%
Rank 2: Radiation Resistance increased by 20%
Rank 3: Radiation Resistance increased by 30%
Rank 4: Radiation Resistance increased by 50%
Fourth rank doubles the effectiveness of both Rad-X and Radaway. Note that in the case of Rad-X, the effective duration remains the same.
Radiation is much more dangerous in Fallout 4 than in previous games. For every 10 rads you receive, you maximum Hit Points will be reduced by 1%. This means that with 500 rads, your Hit Points will be reduced by half. And with 1000 rads, your Hit Points will be reduced to zero, and you will die. This makes managing radiation levels far more important, and it also means you will need to be fully prepared when entering any high radiation area. This perk will make exploration somewhat easier by minimising the impact of most radioactive sources, including land based nuclear waste sites, and irradiated lakes and rivers. Note that the initial blast effects of car explosions, mini nukes, and lightning strikes are not affected.
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ADAMANTIUM SKELETON
Support Perk, 4 Ranks, requires 7 Endurance
VB is quite literally glowing, and his skeleton is visible as if he's standing behind an x-ray machine. Note that his skeleton looks like it has been reinforced in some way.
Reduce limb damage caused by melee attacks, ranged attacks, and explosions
Bonus: Limbs regenerate over time
Rank 1: Damage to limbs reduced by 10%
Rank 2: Damage to limbs reduced by 20%
Rank 3: Damage to limbs reduced by 30%
Rank 4: Damage to limbs reduced by 50%
Fourth rank adds a regenerative effect which gradually restores limb damage when not engaged in combat.
Limb damage has a direct impact on how we function in normal gameplay. A crippled head causes disruption to our hearing and vision, as well as lowering our Perception. A crippled torso lowers our resistance to all types of damage, as well as our Endurance. Crippled arms reduces melee damage, weapon accuracy, and Strength. And crippled legs reduce movement rate, jumping height and distance, and Agility. This perk lowers the impact of limb damage caused by melee attacks, ranged attacks, and explosions. Note that this includes any special weapons or attacks that target limb damage, but does not include damage from falling. The special bonus adds a regeneration effect that will gradually restore all limb damage over time when not in combat, including sleeping but not waiting. This can be very useful if you are low on stimpaks and have access to a bed.
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TANK
Support Perk, 3 Ranks, requires 8 Endurance
VB is wearing a pair of army boots and is holding up his fists. Next to hit foot is a combat helmet. Note that his feet are both pointing outwards, as if to simulate the caterpillar track from a tank. Also, he is targeting the Rifleman icon with a thrown weapon held in his off-hand, but is also being targeted by the Sniper icon. Finally, the position of his hands gives the appearance of holding a rifle.
Reduce the amount of damage you take when standing or walking with either fists or a weapon raised
Bonus: Cannot be knocked down or staggered when in 'tank mode', except by explosives
Rank 1: Damage Resistance increased by 20%, Shock Resistance by 10% whilst standing or walking with fists or a weapon raised
Rank 2: Damage Resistance increased by 30%, Shock Resistance by 20% whilst standing or walking with fists or a weapon raised
Rank 3: Damage Resistance increased by 50%, Shock Resistance by 30% whilst standing or walking with fists or a weapon raised
Third rank removes the chance of being knocked down or staggered when in 'tank' mode, except in the case of explosives.
This perk is a far more powerful version of Toughness, with a much higher damage threshold. Note that when combined and with all ranks selected, the two perks would remove the requirement of wearing armor when in melee combat. Armor would still be needed to fully protect from ranged attacks and explosives. Also, certain types of damage, including poison, fire, cryogenic, and armor piercing, would not be prevented. The stance required for this perk can be seen in action during the E3 demo, shortly after the scene with Dogmeat. At one point, we see our protagonist approaching a raider stronghold, and he is walking slowly forward with his weapon raised.
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NUCLEAR STRIKE
Support Perk, 3 Ranks, requires 9 Endurance
VB is walking away from an irradiated lightning strike, and is looking very pale. If you look at his hands and face, he almost looks as though he is turning into a ghoul.
Protects against radioactive lightning and nuclear explosions
Bonus: Prevents ghoulification caused by an initial lightning strike
Rank 1: Reduces radiation caused by nuclear explosions and lightning strikes by 25%
Rank 2: Reduces radiation caused by nuclear explosions and lightning strikes by 50%
Rank 3: Reduces radiation caused by nuclear explosions and lightning strikes by 75%
Third rank prevents the onset of ghoulification caused by an initial lightning strike, but will not protect against any subsequent lightning strikes. This adds a moderate level of protection, whilst still leaving things open for those who may wish to play as a ghoul at a later stage.
The most devastating explosions we can face in Fallout 4 are those with a nuclear source, including car explosions and mini nukes. In addition to this, we now have potentially lethal radioactive lightning to contend with, which is caused by radiation storms that blow in from the Glowing Sea. This perk protects against all of these threats by significantly reducing the amount of radiation received by the player. This is especially important due to the far more lethal effect of radiation reducing your maximum health until removed. In addition to this, the bonus feature at rank 3 will go some way to preventing you from being transformed into a ghoul by radioactive lightning. The possibility of being transformed into a ghoul has not yet been mentioned by any of the devs, but is something that I am almost certain will be added as a new feature of the franchise.
The initial phase begins as soon as you have been struck by lightning. This immediately affects your appearance, as well as your disposition with any non-ghoul NPCs, including any romantic partner you may have at the time. This phase also reduces each of your stats by one point, which temporarily prevents access to any affected skills or perks. The second phase begins after 24 hours, during which your appearance and disposition are further affected. During this phase, your stats are each reduced by one further point, which will again prevent access to any affected skills or perks. The third and final phase begins after 48 hours. By this time, your appearance has now completely changed to that of a ghoul, and your disposition with any non-ghoul NPC is significantly lower. All stats are restored to their correct values, which means you now have access to any skills or perks that may have been locked out. Any romance you may be involved in will cease.
The most significant change at this point, other than being viewed as an outcast and being disliked by many, is the ability to turn feral. This will boost your stats, but will prevent access to regular perks, dialogue and inventory, as well as any weapons or armor. During the feral state, you will be healed by radiation, but will be harmed by sunlight. You will also have access to a number of special abilities that are unlocked by eating the corpses of your victims. This will also unlock a special cannibal achievement. All non-ghoul NPCs will become immediately hostile during the feral state, and any NPC that witnesses the transformation will remain hostile even when you are no longer feral.
To reverse this process, you will need to seek the assistance of a very specific quest-related NPC. Note that the ghoul pirate/redcoat that we have been shown in concept art appears to be at either phase one or phase two as described above, and so would more than likely be involved in this quest. The process would also require facial reconstruction once ghoulification has been successfully reversed, which may also suggest a connection to the Replicated Man quest from Fallout 3. Once you have been restored to your former self, any romance you were previously involved in may continue, but you will no longer be able to transform into a ghoul. As a bonus, the rate of reduced maximum health caused by radiation will now be permanently halved. In addition to this, rank 4 of the above perk will now update so that lightning restores all health and limb damage, as well as giving a temporary boost of one point in all stats. This change occurs regardless of whether rank 4 is taken before of after the transformation. Note that any non-named human NPCs that are struck by irradiated lightning will also be transformed, although the change is completely feral and is almost immediate.
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SOLAR POWERED
Special Ops Perk, 4 Ranks, requires 10 Endurance
VB is soaking up the sun, and can be seen with a deck chair and a beach ball.
Regenerate Hit Points when in direct sunlight, and store solar energy to restore full health when in other areas
Bonus: Adds solar flare ability that sets fire to nearby enemies
Rank 1: Regenerates 1 Hit Point for every 10 seconds in direct sunlight, solar energy charges 25% faster
Rank 2: Regenerates 1 Hit Point for every 7 seconds in direct sunlight, solar energy charges 50% faster
Rank 3: Regenerates 1 Hit Point for every 4 seconds in direct sunlight, solar energy charges 75% faster
Rank 4: Regenerates 1 Hit Point for every second in direct sunlight, solar energy charges 100% faster
Fourth rank updates the restoration ability so that it also releases a solar flare, which will set fire to anyone caught in the blast radius.
Whenever you are outside and in direct sunlight, your Hit Points will regenerate at a progressively faster rate depending on your current rank. This healing process will reduce but not remove the need for using stimpaks. In addition to this, being in direct sunlight also charges up a special solar ability that can be used to completely restore all health. This effect can be accessed at any time, even at night or when underground or away from the sun, and will heal in direct proportion to the amount of charge stored. The effect is activated either from the status menu, or by adding it to your favorites. Note that the regeneration ability does not affect limb damage, although the restoration ability will fully replenish all Hit Points and will fully heal all limbs. Be careful when using the restoration ability at rank 4, as any living, synthetic, or robotic entities caught within the blast radius will be set on fire, including neutral and friendly NPCs, as well as companions.
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CHARISMA TRAINING
Affects buying and selling prices, and base disposition with all NPCs
Unique Item: Mesmetron (non-lethal pacification tool. Usable on any NPC, with varying and often amusing side effects)
Base buying and selling prices are 150% and 50% respectively. Each point in Charisma shifts these values by 2%, and so the values at 10 Charisma will be 130% and 70%. This changes further with 4 ranks in Cap Collector, making the final values 110% for selling and 90% for buying. Charisma also affects disposition with NPCs, which in turn has an impact on dialogue and reactions. Disposition is further affected by any perks which open up new dialogue options, as well as ghoulification as described in the description of Nuclear Strike.
Note that there is an associated bobblehead that will give 1 free point in Charisma when found. Finding all 5 related skill books will also give a further point as well as a unique item, as detailed above.
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CAP COLLECTOR
Support Perk, 4 Ranks, requires 1 Charisma
VB is shown on a poster, which is advertising a sale.
Increase your total number of caps by buying for less and selling for more
Bonus: All merchants have twice as many caps and better stock
Rank 1: Buying prices are 5% lower, and selling prices are 5% higher
Rank 2: Buying prices are 10% lower, and selling prices are 10% higher
Rank 3: Buying prices are 15% lower, and selling prices are 15% higher
Rank 4: Buying prices are 20% lower, and selling prices are 20% higher
Fourth rank doubles the number of caps for all merchants, and improves the range of available stock. This will improve your chance of finding rare or even very rare items for sale.
This perk can have a huge impact on your overall net worth, especially in the early stages of gameplay. Unlike previous games in the series, every item now has additional value as part of the new crafting system. This means that, rather than selling everything item you find, you can now break items down into component parts required for crafting, which includes weapon mods, explosives, schematics, armor upgrades, settlement building, and possibly even item repair. This does, however, mean that the value of many items, such as weapons, can be greatly increased by modifying them before you sell them on.
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LADY KILLER / MAN HUNTER
Combined Ops Perk, 3 Ranks, requires 2 Charisma
VB is using his charms on an unsuspecting female, but has a knife hidden behind his back.
Increase the damage you dish out as well as your ability to charm either male or female NPCs depending on preference
Bonus: Romantic partners inflict an additional 50% damage
Rank 1: Damage caused to either male or female NPCs increased by 5%
Rank 2: Damage caused to either male or female NPCs increased by 10%
Rank 3: Damage caused to either male or female NPCs increased by 15%
Rank 4: Damage caused to either male or female NPCs increased by 20%
First rank adds unique dialogue options to charm either male or female NPCs depending on preferred choice. Fourth rank increases the damage inflicted by any companion with whom you are romantically involved.
The romance system opens up a whole new area of gameplay, by allowing you turn any one of the eight human companions into your virtual partner. This will in turn allow you to trade items, as well as access a new level of dialogue options and other bonuses. This feature is of course entirely optional, and as such will only become available once you have unequipped your wedding ring, which will then show you as being 'available'. When used in conjunction with either of the above perks, this will also allow you to 'flirt' with NPCs in addition to simply charming them. The perks themselves are designed to be completely flexible, and as such you will be given a choice of either Lady Killer or Man Hunter regardless of your gender or romantic preference. Your choice will determine which dialogue options become available, as well as which gender recieves more damage in combat. Note that in the case of romantic partners, any romances you are involved in will be put on hold during phase three of ghoulification as described under Nuclear Strike. This will not affect the bonus damage from rank 4 of either of the above perks, and any romance will resume as and when you complete the associated quest to cure yourself of ghoulification and return to your former human state. Damage stacks with Inspiration.
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ATTACK DOG
Combined Ops Perk, 3 Ranks, requires 3 Charisma
VB is in full flying gear and is wearing a bite sleeve, and is shown with his faithful canine companion by his side.
Turn Dogmeat into a lethal weapon, and bring him along as an additional companion on all missions or when exploring
Bonus: Take direct control of Dogmeat, either in real time or in V.A.T.S.
Rank 1: Dogmeat has 25% more health and does 10% more damage
Rank 2: Dogmeat has 50% more health and does 30% more damage
Rank 3: Dogmeat has 100% more health and does 50% more damage
First rank allows you to bring Dogmeat as an additional companion, as well as allowing you to tag multiple enemies in V.A.T.S. mode for him to either hold or attack. Second rank adds a new focus ability, allowing you to take direct control of him in real time mode. Third rank gives Dogmeat his own V.A.T.S. mode, which can be accessed at any time you are controlling him directly.
Dogmeat is a very special case as far as companions are concerned. As well as being an iconic part of the franchise, the dog we see in Fallout 4 is a fully trained military attack dog, and as such has a number of advanced capabilities. These include being able to defend a specific person or area, warning you of incoming threats, holding or incapacitating enemies, executing lethal finishing moves, and finding items and explosives. This perk further enhances Dogmeat's usefulness by making him more durable, and far more deadly. The added focus mode enhances the experience by allowing you to take direct control as long as you are not being attacked, riding a mount, or engaged in dialogue or interaction with an NPC. This ability will allow you to scout ahead, find enemies, and even discover nearby locations. Stacks with Local Leader.
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ANIMAL FRIEND
Combined Ops Perk, 3 Ranks, requires 4 Charisma
VB has his arm around a very friendly looking giant rabbit.
Transform small animals into allies, and attract new animals to your settlements
Bonus: All assisting and settlement animals will now attack other animals if required
Rank 1: Brahmin will no longer attack you and will come to your aid, brahmin can be now added to your settlements
Rank 2: Mole rats will no longer attack you and will come to your aid, mole rats can now be added to your settlements
Rank 3: Vicious dogs will no longer attack you and will come to your aid, vicious dogs can now be added to your settlements
Third rank allows brahmin and mole rats to attack other animals if they are assisting you or defending your settlement. Note that vicious dogs will attack other animals by default.
Animals will often attack you as you explore the wastes, which can be a problem during the early stages of gameplay, especially due to the fact that many animals travel in packs. This perk prevents attack from mad brahmin, mole rats, and vicious dogs, who will instead come to your aid. As you unlock each rank, you will also be able to add the three respective animal types to your settlements, which will result in better resources, higher productivity, and improved defence. For example, brahmin will provide food as well as milk, mole rats will kill pests such as radroaches, and will also improve soil quality, and vicious dogs will protect your settlements against intruders. Note that in addition to the three named animal types, a well run settlement can also attract other wildlife including deer, birds, and possibly even cats.
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LOCAL LEADER
Combined Ops Perk, 3 Ranks, requires 5 Charisma
VB is standing at a podium, and is about to give a speech. Note the central position of this perk on the chart, as well as the significance to the events described in the tutorial as well as the leaked casting document.
Adds unique dialogue options used to persuade and lead others, and allows you to build better settlements with more features
Bonus: You are now able to choose one additional qualifying companion
Rank 1: Unlocks additional features that can be used to improve your settlements
Rank 2: Unlocks enhanced features that can be used to improve your settlements, including weapons workbenches and power armor lifts
Rank 3: Unlocks advanced features that can be used to improve your settlements, including trading stands, brahmin caravans, and communication systems
First rank adds unique dialogue options for persuasion and leadership, which will also increase your influence with faction leaders. Third rank allows you to bring one additional companion due to your enhanced leadership skills.
Leadership plays a big role in Fallout 4, due to the improved dialogue system, the increased number of factions, and the focus on large-scale combat. This perk allows you to use your leadership skills more effectively by influencing others and providing better settlements to any residents you may have. The dialogue options allow you to access new ways of completing quests and acquiring resources and information, and will also improve your standing with faction leaders. The crafting options allow you to build far more complex and advanced settlements by making use of additional features such as on-site weapon and armor upgrades, merchants, brahmin caravans, entertainment, and communication systems. The bonus feature of allowing one additional companion can be used in conjunction with any named companion with the exclusion of Dogmeat (who has his own perk), or any combination of temporary companions as described in the respective perks below. Stacks with Attack Dog.
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PARTY BOY / PARTY GIRL
Combined Ops Perk, 3 Ranks, requires 6 Charisma
VB is drinking beer from a bottle, but also looks like he is making an announcement, like a town cryer.
Reduce your chance of alcohol addiction, and increase the maximum number of residents at each settlement
Bonus: Alcohol now lasts twice as long, and residents are replaced twice as quickly
Rank 1: Chance of becoming addicted to alcohol is reduced by 25%, and maximum number of residents per settlement is increased to 8
Rank 2: Chance of becoming addicted to alcohol is reduced by 50%, and maximum number of residents per settlement is increased to 10
Rank 3: Chance of becoming addicted to alcohol is reduced by 75%, and maximum number of residents per settlement is increased to 12
Third rank doubles the effective duration of alcohol, and halves the time taken for new or replacement residents to show up at your settlements.
As with chems, alcohol can be very useful in terms of opening up additional options and temporarily improving various stats. But excessive use can lead to addiction. This perk significantly reduces the risk of addiction, which will allow you to consume more alcohol, and to consume it more frequently. Note that unlike chems, alcohol negatively impacts your combat accuracy, reaction times, and movement, but increases your disposition, which is useful for social interaction and dialogue. In addition, this perk also allows you to double the number of residents at each settlements from 6 to 12. This will have a noticeable impact not only on how productive your settlements are, but also on how well you are able to defend them. With 6 residents, you will be given the option of promoting one worker to a guard. This will increase their health and damage, and will change their behaviour so that they will actively defend the settlement. As long as you equip them appropriately, this can be very effective. But with each rank of Party Boy or Party Girl, you are able to add an additional guard. This will allow you to set up multiple active defences, including guard towers and mortars, which will provide better protection against raiders and other potential attackers.
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LONE WANDERER
Combined Ops Perk, 1 Rank, requires 7 Charisma
VB has a rifle on his back, and is staring at a poster of the wastelands. The fact that he has his back to us suggests that he is not looking to develop friendships.
Manipulate others when playing alone, and send residents out to gather additional resources
Rank 1: Adds unique dialogue options to allow you to lie, cheat, and manipulate your way to success, and allows you to send one resident per settlement to search for additional resources.
This perk is for those who like to play without any companions, but who also don't mind treading on a few people along the way. Note that during at least one of Brian Delaney's interviews, he mentions our ability to lie during dialogue, which I believe is a direct reference to the Lone Wanderer perk. The available dialogue options will ensure that you frequently get your own way, but don't expect to build any lasting relationships in the process! The additional feature of being able to send one resident per settlement to gather resources will also ensure that you accumulate a great many new items and bottle caps without getting your hands dirty. If all 12 settlements are being utilised, that's a lot of additional items and caps. Make sure of course to apropriately equip any residents you send out into the wastes, which will mean giving them suitable weapons and armor, as well as stimpaks and radaway. Note that this feature is available even if you have companions, but the dialogue options are only available if playing solo.
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INSPIRATION
Combined Ops Perk, 3 Ranks, requires 8 Charisma
VB is holding onto a generator with one hand, and is passing power to his companion with his other hand via a spark.
Inspire your companions to become better able to protect you, and generate more power at settlements
Bonus: Companions will directly target enemies that are attacking you, and twice as many generators can be used in each settlement
Rank 1: Named companions have 25% more health and inflict 10% more damage, and generators produce 25% more power
Rank 2: Named companions have 50% more health and inflict 30 more damage, and generators produce 50% more power
Rank 3: Named companions have 100% more health and inflict 50% more damage, and generators produce 100% more power
Third rank changes the default behaviour of named companions so that they will prioritise enemies that are attacking you, as well as increasing the maximum number of generators per settlement from 6 to 12.
When used in conjunction with Lady Killer or Man Hunter, this perk doubles the amount of damage inflicted by any companion who is also a romantic partner, giving you a tactical reason for choosing to pursue a romance in the first place. Note that if you choose to bring a second named companion, they will also benefit from a 50% increase in damage output, and both companions will actively protect you, unless you instruct them otherwise. The added durability means that, although named companions cannot be killed, they are far less likely to be incapacitated during combat. With regards to settlements, this perk allows you to double the power output from each generator, as well as doubling the number of generators that can be used. This effectively gives you 4 times as much power for each settlement. Increased damage output for companions stacks with Lady Killer and Man Hunter.
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WASTELAND WARRIOR
Support perk, 3 Ranks, requires 9 Charisma
VB is pointing at a yao guai, who is looking very submissive.
Turn any large animal into a temporary companion
Bonus: Able to use a yao guai as a mount
Rank 1: Temporary animal companions have 25% more health and inflict 10% more damage
Rank 2: Temporary animal companions have 50% more health and inflict 30% more damage
Rank 3: Temporary animal companions have 100% more health and inflict 50% more damage
Third rank allows you to use a yao guai companion as a mount, in either first or third person. Includes full implementation of mounted combat.
The ability to bring a yao gaui, a mirelurk, a mirelurk king, or even a deathclaw as a temporary companion will no doubt change the way that many people play Fallout. Being able to ride around the wastes on the back of a yao guai with Dogmeat in tow steps this up to a whole new level. This perk will allow you to bring one of the above named animals as a temporary companion, as long as you have at least one available slot. By properly using the Charisma perks, you will now be able to bring no less than three companions at any one time. Note that this includes Dogmeat along with any combination of two additional companions. These can be named companions, non-named humans or humanoids, large animals, or even robots and synths (for this last option, see Robotics Expert). Note that the focus ability used for controlling Dogmeat will not work when you are mounted. Temporary companions can be healed using stimpaks, but will die if their health is reduced to zero.
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INTIMIDATION
Special Ops Perk, 3 Ranks, requires 10 Charisma
VB is pointing at somebody who has raised both hands in the air as if surrendering.
Intimidate others into doing what you want, and turn any non-named human or humanoid into a temporary companion
Bonus: Intimidate any passive NPC into becoming hostile, or start fights amongst enemies
Rank 1: Temporary human or humanoid companions have 25% more health and inflict 10% more damage
Rank 2: Temporary human or humanoid companions have 50% more health and inflict 30% more damage
Rank 3: Temporary human or humanoid companions have 100% more health and inflict 50% more damage
First rank adds unique dialogue options which allow you to intimidate others. Third rank adds an option to intimidate any passive NPC to the point where they become hostile, and will also allow you to start fights amongst groups of enemies.
This perk will allow you to bring any non-named human, non-feral ghoul, or super mutant as a temporary companion, as long as you have at least one available slot. As explained above, you are now able to bring between one and three companions with you at any one time, depending of course on which perks you have selected. One benefit of human or humanoid companions over animals, robots, or synths, is the fact that they have their own inventory, and so will allow you to carry far more items. This can be particularly useful for those who don't use fast travel, or who do a lot of exploring, or even if you just like to collect everything that isn't tied down. An additional bonus of ghoul or super mutant companions, which also includes two of the named companions, is their resistance to radiation. This will allow you to access items in highly irradiated areas without suffering the associated reduction in maximum health. The dialogue options, as well as the bonus ability to intimidate both friendlies and hostiles, will open up new tactical ways of playing, which will further enhance your role-playing experience.
For details of all remaining perks, please refer to the new thread linked below, which will be updated shortly:
http://www.gamesas.com/topic/1534682-completed-perk-chart-speculation-thread-2
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Brooke Turner
 
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Post » Sat Nov 28, 2015 4:27 am

It sounds like we are going to have locational damage now (not sure if that is the proper term). And improved AI with being able to destroy lights? I am a tiny disappointed if we can only use pistol whip and assault rifle with a high strength character though.

Terrific job figuring all of that out. And thanks for the mention up top. That was really nice of you to let everyone share in the credit. :)

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Bitter End
 
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Post » Sat Nov 28, 2015 12:06 pm

I really hope breaking locks is actually in the game it be nice not having to be a lock pick guy to open doors and chest. Give me more options :)
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Dalley hussain
 
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Post » Sat Nov 28, 2015 4:29 pm

Bear in mind that the figures shown here are quite raw, and so the whole damage system may end up changing a lot as time goes by. The most important thing I wanted to get across is the idea of progressive ranks, and various combinations of damage. As for pistol whipping an enemy, or clobbering them with your rifle, this would understandably require a certain amount of physical power in order to be effective. But the fact that they are included at all shows just how flexible the new system is. And if you increase other stats, I'm sure there would be added effects, such as a critical hit staggering your opponent.

Also, with the right combination of perks in other areas, you wouldn't need to get within 100 feet of your enemy to blow them away with a single, carefully timed shot with your rifle. And you would be able to do that with a Strength score as low as 1.

The reason I think that breaking locks will be a thing is due to the open nature of the entire game. There should be several ways of achieving objectives and finding loot. And that would include multiple ways of opening locks and breaking into safes.

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Krista Belle Davis
 
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Post » Sat Nov 28, 2015 8:36 am

I am good with that because it makes sense to do it that way. I think it encourages us to make different characters, and that, to quote Martha Stewart, "is a good thing".

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Valerie Marie
 
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Post » Sat Nov 28, 2015 11:54 am

Looking at the complete line-up, there seems to be a ton of different options. Even down to whether or not we wan't to bring 'proper' companions with us. With Wasteland Warrior and Intimidate for example, we could go all native and bring a Yao Guai and a Raider instead. Other options allow us to use night vision, turn ourselves into a human tank, jump and climb up to 'inaccessible' areas, and a lot more. I can't wait to complete more of the descriptions so I can post them up. And remember these descriptions are a reflection not only of the icons on the chart, but also literally hundreds of notes tying together very small clues found in the footage, in articles, and in other sources.

One very nice example of this can be seen in the video shown in http://gamingbolt.com/fallout-4-new-details-bethesda-explains-the-new-perks-system article, where Pete Hines even mentions the Barbarian perk I described in the OP!

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Your Mum
 
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Post » Sat Nov 28, 2015 12:37 pm

Thank you for the link to the article and video. Yeah, I noticed the part where he mentions Barbarian perk ... :ooo: ?

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A Lo RIkIton'ton
 
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Post » Sat Nov 28, 2015 11:14 am

I am quite hopeful that more details will be confirmed as the release date draws nearer, as well as additional information that will help clarify things a bit more.

In the meantime, I have added some further details to the OP that explain the importance of primary stats, primary skills, and the perk chart itself.

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Wayne W
 
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Post » Sat Nov 28, 2015 12:16 pm

I'm still of the mind that S6 reduces recoil from firearms. The pose just doesn't seem very pistol-whippy.

S10 might reduce the weight of equipped items. The Power Armor in the shot makes me think it has something to do with armor we can equip; and a lot of the armor they showed off on melee raiders or in the concept art looks much more bulky than it has been in the past. They wouldn't put perk requirements on armor types (Power Armor notwithstanding), I think.

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Stacey Mason
 
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Post » Sat Nov 28, 2015 9:44 am

First of all, I wanted to say thank you for your excellent suggestions so far. Having weapon recoil managed under Strength and movement rate with armor under Endurance makes a lot of sense. And your info about the formerly identified Nuclear Anomaly, now Nuclear Strike, was very useful!

As for recoil being managed by an actual perk, I had considered this for both S7 and S8. But then I realised we would technically need 3 perks. One for pistols, one for rifles, and one for heavy weapons. And so I thought that the stat itself would be better suited to manage all recoil.

With regards to the weight of equipped items, this is something I had also considered. But because of the removal of the Repair skill, we will not be required to carry any 'spares' around with us as in previous games, and so less of our overall carry weight will be affected. This is even more applicable when you consider the level of weapon customisation, which will reduce the need to carry several different types of weapon at the same time. For example, I usually carry around 4 different rifles with me in Fallout 3. Whereas I plan on only using 2 in Fallout 4, which would most likely be a high powered sniper rifle and a combat shotgun, just in case.

In addition to this, once I had finished detailing the full line-up of Strength perks as seen in the OP, I realised how closely they all matched the official description for the stat, which reads: "Strength is a measure of your raw physical power. It affects how much you can carry, and the damage of all melee attacks."

Looking at the section highlighted in bold, S6 and S10 would apply to the first part, and all of the others would apply to the second part.

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Logan Greenwood
 
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Post » Sat Nov 28, 2015 2:31 pm

Hey Liam, I just noticed that you have the chart all filled in! Way to go! Looking forward to the details on the other perks. :tops:

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Damned_Queen
 
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Post » Sat Nov 28, 2015 1:48 am

He doesn't explicitly mention a Barbarian perk, does he? Time to rewatch.

Edit: he says "barbarian type guy"
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Veronica Flores
 
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Post » Sat Nov 28, 2015 2:16 am

Nerd Rage was renamed Breaking Bad?

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James Smart
 
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Post » Sat Nov 28, 2015 5:38 am

Thank you. Should be posting the next batch up within the next few days :)

My point was that he does mention the word Barbarian, as well describing the playstyle itself. Also, if you look at the http://i.imgur.com/WBRA8Fv.jpg, VB is wielding an axe, which is being held out in front of him, and he is also wearing a loincloth. This icon is definitely based on Grognak: The Barbarian, as can be seen http://vignette1.wikia.nocookie.net/fallout/images/9/9f/FO3_loading_barbarian.jpg/revision/latest?cb=20130903140123.

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Ebou Suso
 
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Post » Sat Nov 28, 2015 5:11 am

All of the unconfirmed names in the OP are only suggested names at this stage. That particular one was as a result of http://www.gamesas.com/topic/1529938-skill-perk-line-up-speculation/?p=24240812 post.

I actually really hope I'm right on this one, because it would officially be the best perk in the history of all perks ever! :D

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Jhenna lee Lizama
 
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Post » Sat Nov 28, 2015 6:27 am

With Intelligence 10 I'm guessing you'll probably be able to make concoctions for darts as well.

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Poetic Vice
 
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Post » Sat Nov 28, 2015 3:16 am

Oh, I'm just here to throw a monkey wrench in your operation and drop off any tidbits I think of. :P

For instance, Finesse is under AG (it historically dealt with Critical Hits) and Grim Reaper's Sprint is under LU (it restored AP). I'm guessing Grim Reaper's Sprint, instead of refilling our AP, will refill our Crit bar if we kill an enemy with a critical - which would be handy for chaining crits, but the chain would end as soon as something isn't immediately killed by one.

For Finesse, I'm not sure. If it dealt with VATS accuracy, I'd imagine it would be under PE. If it were about dealing more critical hits, LU. Maybe it affects the AP cost of attacks?

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Stat Wrecker
 
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Post » Sat Nov 28, 2015 2:47 pm

Idk how I feel about the whole "skyrimy" damage and speed rank progression that was always kind if annoying in skyrim, I'm okay with it on hacker and tumbler because it just cuts out the middle man of having a 60 in lock pick.

But for sneak if it's like skyrim be 10% then 20% then 30% etc harder to detect I'm going to be smh...
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Prue
 
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Post » Sat Nov 28, 2015 3:43 am

Here is a post from reddit, probably the clearest perk chart a long with post author's guesses :

https://www.reddit.com/r/fo4/comments/3gn9gl/fallout_4_perk_chart_best_effort/

http://imgur.com/zovBOFB

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Hannah Whitlock
 
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Post » Sat Nov 28, 2015 4:34 pm

I wonder what V.A.N.S do

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Rude_Bitch_420
 
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Post » Sat Nov 28, 2015 9:54 am

Well most people think it will be clairvoyance like spell from Skyrim, so you don't get lost in a dungeon, or maybe something related with your compass.

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Heather Stewart
 
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Post » Sat Nov 28, 2015 1:57 pm

Yeah, they are saying it stands for "Vault-tec Assisted Navigation System".

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Marie Maillos
 
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Post » Sat Nov 28, 2015 12:16 pm

I think it is safe to say that Fallout community correctly identified at-least half of perks and i can't stop feeling disappointed.

They are reusing so heavily those boring Fallout 3 perks and so far i did not see any New Vegas perks, plus i am sure there won't be any traits in Fallout 4.

It looks like the leveling system will be as boring as it was in Fallout 3.

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marie breen
 
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Post » Sat Nov 28, 2015 5:47 am

It really depends on what the perks actually do. Like intelligence of 8 could actually allow you to make a Protectron a permanent ally or you might be able to upgrade codsworth into a full combat robot.

Being able to see in the dark (P6-P7) doesn't seem like a big deal by itself, but if the game has destructible light sources then that would give you a big advantage over your enemy. So that could be a very powerful perk. Then you have all the weapon crafting perks. Science!, Gun Nut!, Fire Crafting! (S4), Melee crafting! (S3), etc. etc. Now that you can choose when to do critical damage that also makes better criticals a very good perk.

Cap collector - You might be able to make people pay rent

Local Leader - Bring in master traders

Nerd Rage! - Might allow you to make chems that produce nerd rage or if there are dart guns in the game you might be able to put foes to sleep, calm them, or have them attack their allies.

Plus, each level of the perk could unlock different abilities like the Local Leader Perk.

So there could be some interesting perks, although I do agree that some of them look pretty boring.

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Amy Smith
 
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Post » Sat Nov 28, 2015 5:45 am


That's actually pretty lame in my opinion why can't they just let you get nvg's or something like that hazmat suit helmet instead having peoeple dedicate a whole perk to something so basic that could be produced by other means...
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Alister Scott
 
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