What are those perks and what do they do?

Post » Fri Nov 27, 2015 11:43 pm

Seeing as there aren't any threads on this specifically, I decided to create this one. I am interested in people who can figure out what is on the perk wall. I would appreciate the minimum of argument, as I would like to fill this out as much as possible, and try to keep it in the realm of deliberation. These I believe are the perks that are in the game and what I think they'll do, some is based on what we've seen and others are just a hunch. This is mostly speculation, but I try to keep to what I feel strongly enough about (including any suggestions others may have). Many of these may also give special dialogue or environmental options.

Some of these have been taken from http://tamrielvault.com/group/fallout-character-building/forum/topics/perks-chart-news . You can buy one perk per level and they must be equal or lower to your SPECIAL score on that column. SPECIAL can also be increased instead of a Perk every level by one point according to http://www.ausgamers.com/features/read/3526651 . Additional changes are being made in response to this http://imgur.com/a/WJG4X and this https://www.reddit.com/r/fo4/comments/3g783x/fo4_perk_chart_better_image_quality_screen_grabs/ . Some additional changes are made from information I can not link, due to it being from the leaked gamescom video.

I have also listed what I have calculated to be the derived statistics (HP, AP, WT). I also now believe that as part of the 275 Perk Levels (the total being thrown around), 70 are specifically for your SPECIAL levels, which leaves about an average of 3 per Perk (some have more, like Gun Nut has 4). Reasoning is in brackets and VB = Vault Boy, and confirmed is meant to imply either actual or near perfect visual confirmation.

Strength: Carry Weight = 180 + 20/STR (See E3/MS Demos), Increases All Melee Damage

1: Unarmed/Pugilism 1+ - Adds damage and accuracy. [What's the first rule of Fight Club, learn to punch a guy, http://vignette4.wikia.nocookie.net/fallout/images/2/24/Unarmed.png/revision/20111225221224 ]

2: Big Leaguer 1+ 鈥?Adds damage and accuracy. [Leaked Source and Confirmed]

3:

4:

5:

6: Strong Back 1+ 鈥?Adds Carry Weight, levels may lead to reduced weight from certain items and possibly the Long Haul effect. [Confirmed]

7: Big Guns

8:

9: Slayer 鈥?Increased speed of melee attacks or accuracy to VATS. [ http://vignette2.wikia.nocookie.net/fallout/images/6/60/SlayerFNV.png/revision/latest?cb=20101014195935 ]

10:

Perception: Environmental Awareness, 'Sixth Senses', and Accuracy in VATS

1: Lock-Picking? 1+ 鈥?Acts as the lock-picking skill. Maybe create locks for settlements.

2: Heave, Ho! 1+ - Increase thrown distance and accuracy in VATS. [VB seems to be pitching to Little Leaguer VB]

3: Living Anatomy 鈥?Probably adds damage to attacks. [I see that the VB is looking at body parts in the doorway]

4: Lock-Picking? 1+ 鈥?Acts as the lock-picking skill. Maybe create locks for settlements.

5: Explosives 1+ 鈥?Build explosives and set/disarm traps. [Leaked Source]

6:

In a leaked Source, Night Person is #6 and whatever #6 is/was is now #7.

7: Night Person 鈥?Night vision and better perception and VATS accuracy at night. [Confirmed]

8: Sniper 鈥?Adds accuracy to all ranged attacks in VATS. [Confirmed]

9: X-Ray Vision 鈥?Maybe the ability to attack targets behind a wall or VATS target them for when they turn the corner. [It looks like the VB is able to do something through the wall and on the other side it looks like something is dead]

10: Concentrated Fire - Improved accuracy in VATS against [Confirmed]

Endurance: HP = 80 + 5/END (See E3 Demo vs Microsoft Demo), Adds to Resistances, Lowers AP Usage During Sprinting

1: Toughness 1+ 鈥?Adds to a Damage Resistance? [General Consensus]

2: Lead Belly 鈥?Lower rads when you drink from irradiated sources, possibly food also. [Leaked Source and General Consensus]

3: Life Giver 1+ 鈥?Get more HP. [Leaked Source and General Consensus]

4: Chem Resistance 鈥?More resistant to drug addiction or possibly a longer effect. [Leaked Source]

5:

6: Rad Resistance 鈥?Adds to radiation resistance. [Leaked Source and General Consensus]

7: Adamantium Skeleton 鈥?Limbs take reduced damage. [General Consensus]

8: Cyborg 鈥?General bonus to resistances.

9: Atomic/Nuke Anomaly 鈥?It just looks like either of those perks, so either you get bonuses in Radiation or you explode when you are low on HP. [Leaked Source and General Consensus on Nuclear Anomaly]

10: Solar Powered 鈥?Health Regen and bonus abilities of some kind in sunlight. [Confirmed]

Charisma: Affects Speech and Barter Checks

1: Cap Collector 2+ 鈥?Better prices when trading. [Leaked Confirmed]

2: Lady Killer/Black Widow 2+ 鈥?Speech bonus with opposite/same? Gender, maybe bonus damage. [Confirmed]

3: Attack Dog 2+ 鈥?Bonus 'Nerve' with you companions. [Confirmed]

4: Animal Friendship 2+ 鈥?Wild Animals no longer attack you and may join you in battles. [Confirmed]

5: Local Leader 3+ 鈥?Adds resident, build trade options, improve happiness. [Confirmed]

6: Party Boy/Girl 3+ - Improves resistance to alcohol and possibly adds bonuses while 'drunk'. [Leaked Confirmed]

7: Lone Wanderer 3+ - Bonuses while you are without the aid of a companion. [Leaked Confirmed]

8: Inspiration 2+ - Companions gain advantages while you are in VATS. [Leaked Confirmed]

9: Wasteland . . . 3+ - While aiming at any Wasteland Critter, you can potentially scare it away. [Leaked Source]

10: Intimidation 3+ - Control other people? [Confirmed]

Intelligence: Affects Experience Earned

1: V.A.N.S. 1 - Aids in Navigation somehow. [Confirmed]

2: Medicine 1+ 鈥?Increase the effect of meds and drugs, heal others. Potentially used to craft Stimpaks, Doctor's Bags, or Drugs. [Confirmed]

3: Gun Nut 4 - Mod guns and add certain defenses to your settlement. Maybe deactivate turrets. [Confirmed]

4: Hacker 1+ 鈥?Hack and craft computer terminals. [Confirmed]

5: Comprehension/Eureka 鈥?. [ http://vignette3.wikia.nocookie.net/fallout/images/3/37/Comprehension_Perk.png/revision/latest?cb=20101125051802 ]

6: Science 4 鈥?Mod laser weapons and add laser weapons to settlement defense. [Confirmed]

7:

8: Robotics Expert 1+ 鈥?Deactivate robots, have them aid you, and maybe build for the Settlement. [Confirmed]

9: Heavy Weapons 1+ - Mod and create Alien, Nuclear, and Gauss like weapons.

10: Nerd Rage? - Bonus physical capabilities when low on HP. [General Consensus]

Agility: AP = 60 + 10/AGI (Again See E3/MS Demos), Affects Sneak

1: Gunslinger 2+ 鈥?Bonus damage and accuracy to one handed ranged weapons. [General Consensus]

2: Commando 2+ - Bonus damage and accuracy to longarm ranged weapons. [General Consensus]

3: Sneak 3+ 鈥?Move more stealthily and possibly improved pick-pocketing. [Confirmed]

4: Mister Sandman 鈥?Instant kill of a sleeping target. [General Consensus]

5: Action Girl/Guy 鈥?Bonus AP or quicker AP regeneration. [General Consensus]

6: Dodge/Moving Target 鈥?Enemies have a harder time getting critical hits on you. [It just looks like a good idea]

7: Light Step 鈥?You don't set off floor traps. [It looks like this to me http://vignette2.wikia.nocookie.net/fallout/images/a/aa/Light_Step.png/revision/20101126191147 ]

8:

9: Finesse - Recover AP with kills. [General Consensus, I think]

10: Ninja 鈥?Bonus damage while attacking unaware targets. [General Consensus]

Luck: Affects Critical Regeneration and What We Find While Looting

1: Fortune Finder 鈥?Find more caps in containers. [General Consensus]

2: Scrounger 鈥?Find more ammo in containers. [General Consensus]

3: Bloody Mess 鈥?Do more damage to all attacks, with a chance of gore. [General Consensus]

4: Mysterious Stranger 鈥?The Stranger has a chance of aiding you in VATS. [General Consensus]

5:

6:

7: Better Criticals 鈥?Criticals do more damage. [General Consensus]

8:

9: Grim Reaper's Sprint 鈥?Refill the Critical Bar after killing an opponent? [General Consensus]

10: Luck of the Irish/Leprechaun/Lucky/Pot O' Gold/Boston Celtic 鈥?Find the best gear in containers? [Read my name and look at the image of the green guy, I hope this is true.

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Hella Beast
 
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Post » Fri Nov 27, 2015 9:25 pm

So, I figure I'd bump this after I added the Attack Dog and Intimidation Perks.

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jess hughes
 
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Post » Fri Nov 27, 2015 6:34 pm

Very curious to see what the V.A.N.S. perk entails.
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Nymph
 
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Post » Fri Nov 27, 2015 9:54 pm

Me as well. I am not sure where I'd put the VANS perk, due to a lack of info of which column it'd be on. If anyone here was at quakecon and help with it's description and or location, that'd be cool.

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Sheila Esmailka
 
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Post » Fri Nov 27, 2015 3:52 pm

very tough to guess this list out because of the levels of perks, which can add numerous and diverse effects to each singular perk

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noa zarfati
 
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Post » Fri Nov 27, 2015 7:39 pm

One question I'm curious about is we know most perks have more than one rank.

Only a few have just one rank so I've heard that counting all the ranks there are about 275 or so perks.

Are these ranked perks just going to be a fixed increased, or will there be variations each rank with maybe a bonus once you have all the ranks of that perk.

So say Demolitions 1 does +10% damage and +10 larger area of effect.

Will that be a straight progression so that Demolitions 4 does +40 damage and +40 larger area of effect, or will it include more?

Perhaps having all 4 ranks of Demolitions would do the above and include an extra like "And half damage from your own explosions."

Or Rank 1 of Power Armor training might allow you to wear Power Armor at -2 Agility and -10 Speed but Rank 2 would cancel those penalties, and rank 3 would give you an extra 10% Speed when in Power Armor.

See the following for what perks have been identified off the F4 Perk Chart.

http://tamrielvault.com/group/fallout-character-building/forum/topics/perks-chart-news

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Vincent Joe
 
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Post » Sat Nov 28, 2015 5:37 am

I wonder if in first person mode the criticals will work like they do in other games.

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Lexy Dick
 
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Post » Fri Nov 27, 2015 8:53 pm

surely higher ranks in a perk will give you new abilities

i mean it'll probably be like increasing a %, but higher perk levels will also come with bonus new abilities alongside said % increases (level 1 increase %; level 2 increases % AND this ability; level 3 increase % AND another ability/power/whatever; etc)

most of skyrims were just % increases for layered perks and lots of people didn't like it, but i was ok with it since it was more grounded than FO

but i think Beth realizes FO perks need more crazy and pizazz and fun wackiness, and continuous new abilities with higher ranks is a good way to get that i think

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kat no x
 
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Post » Fri Nov 27, 2015 6:27 pm

I'm not sure what Demolitions will do, mostly. I am pretty confident that the usual Bottlecap Mine, Nuka-Grenade, or other explosives. I wouldn't be surprised if you are going to able to make more basic explosives. I also think that it'll cover disarming traps and potentially used to build more unique traps, like Shotgun Traps, Baby Carriage Traps, or Pressure Plates. There may be +dmg or +area elements, I don't know to what level though.

In addition I added a bit about Perk Chart, what you get at level up, and a few small adjustments to the OP.

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DAVId Bryant
 
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Post » Sat Nov 28, 2015 2:39 am

Adjusted some things I think that Medicine or Strong Back may do.

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Elisabete Gaspar
 
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Post » Fri Nov 27, 2015 7:35 pm

https://www.youtube.com/watch?v=lLl0DVzRksk

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Fiori Pra
 
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Post » Fri Nov 27, 2015 11:51 pm


I really hope you're right, here. My one concern with the new perk system is that a lot of perks won't feel like they have unique gameplay effects other than, say, '+10% damage and accuracy with guns".
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Pawel Platek
 
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Post » Fri Nov 27, 2015 10:49 pm

Clearly, while in VATS you get the option to execute a special move in which a stampede of vans appear and run your enemies over. Pssh, clearly :D

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FirDaus LOVe farhana
 
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Post » Sat Nov 28, 2015 5:12 am

Updating this list using reasons and added what I think the Perception 10 Perk will be.

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k a t e
 
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Post » Fri Nov 27, 2015 4:13 pm

With the posting of the higher-def perk chart, I've gone back and changed some of my original guess, more to come soon.

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Clea Jamerson
 
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Post » Sat Nov 28, 2015 6:23 am

I doubt sandman is that simple this time around, especially since pretty much every perk is ranked if Petes high perk number is to go by, my guess is the sandman perk icon is used for a perk to increase stealth dmg.
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Andrew Tarango
 
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Post » Fri Nov 27, 2015 9:56 pm

Vault Assistant Negotiation System

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RaeAnne
 
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Post » Sat Nov 28, 2015 7:51 am

Just updated this thread with the new unmentionable discoveries. I also added some other elements, like that I think that the SPECIAL increases are part of that 275 perk number.

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Sian Ennis
 
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Post » Sat Nov 28, 2015 6:21 am

Here's a http://www.gamesas.com/topic/1530622-completed-perk-chart-speculation/ that most believe to be a pretty accurate full perk list. Might find some explanation in there

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kristy dunn
 
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Post » Fri Nov 27, 2015 5:28 pm

I'm aware of that thread, in fact some of the ideas on that one come from this thread. Also, this was technically started before his was.

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Adam Kriner
 
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Post » Sat Nov 28, 2015 2:28 am

This is very true. I'm still really impressed that you spotted the ball being pitched from P2 to S2 when you did, when we were all using pixelated images! Which reminds me, I still need to add a mention of your findings in the OP of my thread, which I will do now. Thanks again for your many suggestions, and for noting the baseball reference in the first place :goodjob:

EDIT: done!

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louise tagg
 
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Post » Fri Nov 27, 2015 8:40 pm

@Leprechaun, as noted on my thread, well done once again for your incredibly perceptive identification of the Slayer perk, albeit in a brand new next-gen guise. I should have listened to you on this one when you first mentioned it back in http://www.gamesas.com/topic/1529102-skills-perks-revised-edition/?p=24223998 post :D

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He got the
 
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