Perks are powerups gained as the player gains level, with one gained every 3 levels, with the first obtained at level 3. Certain perks have prerequisites typically based at times on character level, SPECIAL, and/or skill points. The perks chosen will typically be the most defining characteristic of a character in the role and abilities it will have.

Characters who have taken the Skilled trait will only obtain a perk every 4 levels, with the first obtained at level 4.

Warning: While you may wait 1-2 levels before choosing your perk, if you have not chosen a perk by the time you would have obtained another one, you will permanently lose the chance to choose the unallocated perk.

List of Perks

Level 3 Perks

Perk Level Requirements Ranks Effect
Thief 3 None 1 The skills Sneak , Traps , Lockpick , and Steal get a bonus equivalent to spending 35 Skill Points into each skill.
Awareness 3 PE 5 1 Allows you to see detailed information about about the hit points, weapons, and injuries of other creatures.
Bonus HtH Damage 3 AG 6, ST 6 3 +3 Melee Damage .
Earlier Sequence 3 PE 6 2 +4 Sequence .
Faster Healing 3 EN 5 2 +4 Healing Rate .
Toughness 3 LK 6, EN 6 3 All resistances increased by 4%, including Radiation Resistance . The Crit Roll of any Critical Hits against this character are decreased by 4.
Strong Back 3 ST 6, EN 6 3 +22 Carry Weight .
Survivalist 3 EN 6, IN 6 Outdoorsman 40% 1 The skill Outdoorsman gets a bonus equivalent to spending 80 Skill Points into the skill.
Healer 3 PE 7, AG 6, IN 5 First Aid 40% 2 +30-40 HP healed when using the First Aid skill.
Scout 3 PE 7 1 Allows you to find Special Encounters more often. Disabled
Quick Pockets 3 AG 5 1 AP cost of reloading and inventory actions are decresed by 1/3, rounded down.
Swift Learner 3 IN 4 3 Character gains 10% more experience. Disabled
Smooth Talker 3 IN 4-9 3 +1 IN for the purpose of conversation with NPCs. Disabled
Adrenaline Rush 3 None 1 Works only in combat mode. If HP < 2/3, +2 ST If HP < 1/2, +8 Healing Rate If HP < 1/3, +1 AP and +5 AC .
Cautious Nature 3 PE 6 1 +3 PE for the purpose of determining placement in random encounters.
Bookworm 3 IN 6 1 The maximum number of each Book a character can read is increased to 15. Does not effect rare books.
Karma Sutra Master 3 AG 5, EN 5 1 Disabled
Quick Recovery 3 AG 5 1 -25% to Knockout penalty -50% to Lose Turn penalty. -75% to Knockdown or Knockback penalty.


Level 6 Perks

Name Level Requirements Ranks Effect
Bonus Ranged Damage 6 AG 6, LK 6 2 +2 to Minimum and Maximum damage of any ranged attack. When bursting, this bonus is added to each bullet in the burst. Bonus can be multiplied by a Critical Hit .
More Critical 6 LK 6 3 +5% Critical Chance .
Rad Resistance 6 EN 6, IN 4 2 +20% to radiation resistance
Silent Running 6 AG 6 Sneak 50%. 1 Allows running while in sneak mode
Educated 6 IN 6 3 +2 Skill Points gained per level
Heave Ho! 6 None 3 With thrown weapons you receive a +2 ST bonus for every rank of this perk
Ghost 6 Sneak 60% 1 You receive a +20%...40% bonus to sneak during the night
Ranger 6 PE 6 1 Outdoorsman skill receives a bonus equivalent to spending 135 Skill Points
Gambler 6 Gambling 50% 1 Gambling Skill receives a bonus equivalent to spending 135 Skill Points
Harmless 6 Steal 50% Karma +50 1 Steal skill receives a bonus equivalent to spending 135 Skill Points
Magnetic Personality 6 CH <10 1 Allows one additional companion to follow you
Negotiator 6 Speech 50% Barter 50% 1 The skills Speech and Barter receive a bonus equivalent to spending 70 Skill Points into each
Pack Rat 6 None 1 Increase maximum Carry Weight by +22kg.
Salesman 6 Barter 50% 1 Barter skill receives a bonus equivalent to spending 135 Skill Points
Stonewall 6 ST 6 1 Gain a 40% chance to avoid knockout, impossible to knockdown
Fortune Finder 6 LK 8 1 Allows finding more valuable loot on NPC corpses Disabled
Night Vision 6 PE 6 1 Ignore vision range penalties at night.



Level 9 Perks

Name Level Requirements Ranks Effect
Sharpshooter 9 PE 7, IN 6 1 +2 PE for the purposes of determining accuracy with ranged weapons and sight range.
Better Critical 9 PE 6, LK 6, AG 4 1 +10 to your Crit Roll .
Dodger 9 AG 6 1 +8% chance to evade enemy attack. Does not stack with the bonus from the Evasion skill.
Speaker 9 Speech 50% 1 The skill Speech gets a bonus equivalent to spending 135 Skill Points into the skill.
Explorer 9 None 1 +2% chance to find a special encounter. Disabled
Demolition Expert 9 AG 4 Traps 75% 1 Removes the randomizer when setting the timer on an explosive. Explosion radius when using explosives is increased by 1 hex.
Here and Now 9 None 1 +1 Level.
Light Step 9 AG 5, LK 5 1 50% chance to avoid damage when stepping on a trap.
Pyromaniac 9 Big Guns 75% 1 +15 damage with weapons that have the fire type. This damage can be multiplied by a Critical Hit .
Mysterious Stranger 9 LK 4 1 Randomly spawns an allied NPC upon entering a random encounter. The chance of this is 25 + LK * 4 . The Stranger's power is dependent upon the player's level, and if he should die, he will not be able to spawn for another 45 minutes.



Level 12 Perks

Name Level Requirements Ranks Effect
Action Boy 12 AG 5 2 +1 AP .
Tag! 12 None 1 Tag an additional skill. Does not increase skill investments retroactively
Lifegiver 12 EN 4 2 +48 HP .
Mr. Fixit 12 Repair 40%, Science 40% 1 The skills Repair and Science receive a bonus equivalent to spending 70 Skill Points into each
Medic 12 First Aid 40%, Doctor 40% 1 The skills First Aid and Doctor receive a bonus equivalent to spending 70 Skill Points into each, and +20 additional temporary Skill Points when using medical bags

Master Thief 12 Steal 50%, Lockpick 50% 1 The skills Steal and Lockpick receive a bonus equivalent to spending 60 Skill Points into each.
Gain Strength 12 ST <15 1 +1 ST.
Gain Perception 12 PE <15 1 +1 PE.
Gain Endurance 12 EN <15 1 +1 EN.
Gain Charisma 12 CH <15 1 +1 CH.
Gain Intelligence 12 IN <15 1 +1 IN.
Gain Agility 12 AG <15 1 +1 AG.
Gain Luck 12 LK <15 1 +1 LK.
Living Anatomy 12 Doctor 60% 1 Doctor skill receives a bonus equivalent to spending 80 Skill Points. There is an additional 10% chance to heal injured limbs and +5 to final damage against biological targets. This bonus damage can be affected by criticals
Weapon Handling 12 AG 5 1 Receive +3 strength solely for calculating the chance to hit with weapons.
HTH Evade 12 AG 8 Close Combat 150%, Evade 180% 1 Add a 1% chance to evade an attack for every available AP if both hands are empty or occupied with close combat weapons.



Level 15+ Perks

Name Level Requirements Ranks Effect
Pathfinder 15 EN 6 Outdoorsman 40% 1 Increases the movement speed on the world map by 25%.
Bonus HtH Attacks 15 ST 6, AG 6 1 Close Combat attacks cost 1 AP less.
Bonus Rate of Fire 15 PE 6, AG 7, IN 6 1 Ranged weapon attacks (including Throwing Weapons ) cost 1 AP less.
Pickpocket 15 AG 8 Steal 80% 1 Other players don't see theft animation when using the Steal skill, item volume penalty reduced by 50%.
Silent Death 15 AG 8 Sneak 110%, Close Combat 80% 1 When performing a Close Combat attack to a target's back when in Sneak mode, damage is increased by 200%. Doubled damage can be increased with a Critical Hit .
Armor Buster 18 AG 8, PE 5 Throwing 130% 1 Damage from grenades ignores 30% of a target's DR .
Sniper 18 PE 8, AG 6 1 Critical Chance with an aimed attack when using Small Guns , Big Guns , and Energy Weapons is increased. +45% to Eyes, +30% to Arms/Legs/Groin/Head.
Slayer 18 ST 7, AG 8 Close Combat 80% 1 Critical Chance with an aimed attack when using Close Combat and Throwing Weapons is increased. +45% to Eyes, +30% to Arms/Legs/Groin/Head.
Transposition 18 Close Combat 160% Evasion 160% 1 25% chance of restoring all AP with a successful evasion.
Reanimator 21 AG 5 Doctor 120% 1 When using the Doctor skill on a character killed without a critical/violent animation, that character has a chance to be revived based on the formula: Doctor / 4 + LK * 2 .
Combat Evasion 33 Evasion 180% 1 The increase in movement speed granted by the Evasion skill is applied in combat.
Combat Running 30 AG 9 1 Allows running during combat, at the cost of 1 AP per 3 Hexes. Running is only allowed if the character has 4 or more AP.


Quest Perks

Quest Perks are additional perks a character can only obtain by interacting with the game world. Requirements for quest perks can vary greatly, and often require the character to complete a task or pay a fee before obtaining them.

List of Quest Perks

Name Level Requirements Ranks Effect
Snakeater Any EN 6 1 +25% Poison Resistance.
Gecko Skinning Any None 2 Allows you to skin Silver and Golden Geckos. A second rank of this perk will allow you to skin Fire Geckos.
Large Animal Skinning Any None 1 Allows you to skin Brahmin and Mantis.
Nosferatu Blood 12 Requirements of the quest 1 Faster naturall HP regeneration
Midnight Child 12 Requirements of the quest 1 Cancel penalty to accuracy at night time.
Doctor Klauss operation Any Min 30 reputation of NCR and 50'000 for operation 1 One point to Perception or Endurance



Karma Perks

Karma Perks are perks which appear on their own and are caused by a characters actions or karma. Some are simply for appearance, but others can have a useful effect in game, such as changing certain NPCs reactions to you or allowing certain interactions that may not otherwise be available.

These perks can appear, disappear, or change depending on the actions of the character.

List of Karma Perks

Name Level Requirements Ranks Effect
Trapper Any 160 Gecko kills 1 Smiley in Klamath will pay more money for gecko pelts.
Childkiller Any Kill a Child 1 Enables the possibility to encounter Bounty Hunters .