Fallout 4 Interactive Perk Chart updated with latest info!

Post » Wed Dec 02, 2015 3:15 am

There is some overlap. I just wouldn't be interested in anything that gives you any sort of physical attribute boosts in the Intelligence perks. If I have a Quin Malory build why would I want anything that deals with physical attributes at Intelligence 9 and 10. I'm roleplaying a scientist and the two top level intelligence perks would just be for physical changes. That just wouldn't fit my build at all. Two perks that only boost your stats when you are in a really bad situation. You invest in medicine early on so that you aren't in those precarious situations. Just a waste. Especially when all the lower level perks are so much more practical.

I personally think that I9 deals with nukes and nuclear power. That would make more sense. Even Cyborg makes more sense than "Atomic", because at least it is tied into science.

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Matthew Aaron Evans
 
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Post » Tue Dec 01, 2015 9:52 pm

Edit: I over looked it, I see it.

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Nancy RIP
 
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Post » Tue Dec 01, 2015 6:40 pm


This was my thought as well. When I saw Int 5, I immediately thought of Pack Rat. Then when I learned about Lone Wanderer enhancing carry weight I also thought that they were trying to spread out carry weight improving perks among multiple specials. Additionally, anyone who's gone camping or hiking with a good sized pack, and little else, knows how important the planning of which items to take and their placement can be. I can see this being a somewhat justification for putting Pack Rat into Intelligence.
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Mark Churchman
 
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Post » Wed Dec 02, 2015 12:21 am

Pack Rat was one of my favorite perks in New Vegas, so I won't mind if it comes back. But my first guess for I5 is that it's about getting more base components when you scrap items - so instead of getting 5 screws from some piece of crap, it would give you 6 screws or something.

Pack Rat may be in as a rank of I5 or Strong Back - they rolled Long Haul into a rank of Strong Back, after all.

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Svenja Hedrich
 
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Post » Wed Dec 02, 2015 7:52 am

AP regeneration, run speed, and attack speed can be either physical or mental. It is just a matter of moving in the most efficient manner possible which requires mental ability not physical ability. The less wasted movement, the faster a person can move.

As far as Cyborg being I9, it just doesn't fit with the image.

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Taylor Tifany
 
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Post » Wed Dec 02, 2015 3:42 am

I really like this idea, and it makes a ton sense with the heavy crafting focus of the game.

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Rudi Carter
 
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Post » Wed Dec 02, 2015 8:10 am


That is a possibility that I honestly didn't consider. I was assuming that the little bits in the picture were just random small junk, but they do look like screws, nuts, loose wiring, and maybe some piping section upon a closer look. As such, I think you're probably right and that it's related to scrapping items. That could be quite interesting!

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Ymani Hood
 
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Post » Tue Dec 01, 2015 9:30 pm

Given the android/implants/high tech angle, I'm guessing Cyborg won't be on the chart as a Perk we just choose. I might be something akin to the implants in FNV.

I don't see anything corresponding to the Regulators here, either, so maybe they've decided not to have that sort of Perks.

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Life long Observer
 
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Post » Wed Dec 02, 2015 6:32 am

Thank you both.

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Sabrina Schwarz
 
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Post » Wed Dec 02, 2015 6:40 am

no problem

has anyone else noticed zero perks for power armour directly i wonder if the perk mags will offer some bounes ?

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Darrell Fawcett
 
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Post » Wed Dec 02, 2015 2:40 am

S10 features a guy in Power Armor, but given the rest of the perk I think it's only for knocking people over while sprinting. There's a train whistle in the foreground, and the guy he's charging into looks like he's made of paper. But maybe that perk only works when you're in Power Armor?

Anyway, even with the new power armor, I don't think it's a sign of anything that there aren't any perks on the chart for it.

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Farrah Barry
 
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Post » Tue Dec 01, 2015 5:50 pm

Power Armor seems to carry its own perks based on all the customizations available.

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LADONA
 
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Post » Wed Dec 02, 2015 6:51 am

Dont forget that there are dozens or hundreds perks that are not on the chart.

"And on top of all that, you also get separate Perks from the many in-game magazines you can find (there are over 100). Some of these grant an individual Perk, while others up the rank of a Perk associated with that magazine."
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Your Mum
 
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Post » Wed Dec 02, 2015 12:15 am

I've seen a lot of talk about ammo crafting, and I haven't seen anyone suggest this..

Int. 6 looks, to me, to possibly be "Vigilant Recycler", which would indicate that there is, indeed, crafting of ammo. Or, I could be completely wrong.

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Michael Russ
 
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Post » Wed Dec 02, 2015 1:28 am

I6 is Science!, and we learned from E3 that it's used for crafting Energy Weapon mods.

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Ownie Zuliana
 
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Post » Wed Dec 02, 2015 5:19 am

Thanks! I went back and watched it again. The exact same image is played when you select the mod. So, at least part of my post was right; I was completely wrong!

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Terry
 
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Post » Wed Dec 02, 2015 4:38 am

Not to mention abilities and old perks folded into different ranks of Fallout 4's perks.

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Cccurly
 
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Post » Wed Dec 02, 2015 8:36 am

60% of the time, it works all the time.

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matt
 
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Post » Tue Dec 01, 2015 5:56 pm

Edit: found answer

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Jason King
 
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Post » Wed Dec 02, 2015 4:41 am

couldn't strength 9 be: unstoppable force? Seem to make more sense than ''slayer'' since the guy is rooted

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Gavin boyce
 
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Post » Tue Dec 01, 2015 6:21 pm

Ammo Crafter????? If I can make Hollow Point or Armor Piercing rounds, i'll pee my pants!!!!

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Skrapp Stephens
 
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Post » Tue Dec 01, 2015 5:53 pm

Again, I personally don't like it and I don't think that's how it works. I'm going on record and saying it now and we will just have to wait and see who's right when the perk is revealed later on.

It doesn't, I'm just saying I'd rather have that then "Atomic!".

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Charleigh Anderson
 
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Post » Tue Dec 01, 2015 7:10 pm

Agree - "Slayer" doesn't match the picture. "Rooted" would actually be better, and could be a perk that prevents you from being knocked down in melee combat.

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Louise Dennis
 
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Post » Wed Dec 02, 2015 7:13 am

charisma has many good perks especially intimidation
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Michael Russ
 
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Post » Wed Dec 02, 2015 7:29 am

Not a big fan of tying settlement stuff to SPECIAL. I don't mind if it made them easier or such but why do you need charisma 6 to set up trade caravans? You can be a complete [censored] and still set up trade routes. On the other hand I love how they made the quest arrow an actual perk. At least there is an ingame reason for it now and if the descriptions are clear enough I will try my first playthrough without it.

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lacy lake
 
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