
Toughness: Toughness only makes sense if you are not using Power Armor.Therefore, they aren’t worth investing for in your starting build. They are extremely situational and won’t help most players. Lead Belly / Aquagirl: Both of these perks come in the same ambit.Life Giver: The additional health especially at the start of the game helps you survive tough battles with relative ease.However, there are a few that have some distinct advantages: Unlike Strength and Perception, not every perk is worth having especially in the early game. Sunlight ends up healing radiation damage and heals you, too Limb damage is reduced by a significant marginĮating a human corpse now restores your health You no longer take radiation damage from swimming and can breathe underwater You’re 50% less likely to get addicted when consuming chems Take less radiation from eating or drinking Where E is your Endurance Level and L is the currernt level of your character.īefore we talk about each perk on an individual scale. If you aren’t sure of how much HP you’ll gain in accordance with your level, here’s a quick look: HitPoints = 80 + E x 5 It dictates your HP / hit points and also the rate at which your action points deplete when you are sprinting. EnduranceĮndurance is an essential SPECIAL stat. If you are going to be using V.A.T.S a lot, you should probably invest more in Perception as it greatly helps with your success rate. So, investing in these, later on, can prove to be quite useful. Unlike strength though, one point to note is that later perks like Sniper, Concentrated Fire, and Penetrator can all be good for ranged and rifle users. Locksmith: The fact that you are able to pick Advanced Locks so early into the game allows you to get good loot much quicker.These can be a pain to deal with without the perk. Awareness: Awarness helps you take down harder mobs with relatively ease.Rifleman: Rifleman is perhaps one of the best weapon perks in the game since it ignores armor and is great in the early game.However, we still recommend picking up these perks: However, even if you don’t go for this route, you can still pick these stats later according to your need. Therefore, having them in your starting build can lead to a few advantages. Using a scoped non-automatic weapon increases your chances of knocking the enemy down when using V.A.T.SĪllows you to target an enemy who is behind cover using V.A.T.SĪttacking the same body part using V.A.T.S increases your overall accuracyĪs we’ve mentioned all five of these perks are essential and carry their unique advantages. You gain increases stats during the night Your explosives do 25% more damage, you can craft explosives now at any Chemistry station View a target’s specific damage resistances in V.A.T.S PerkĪttacks with non-automatic rifles do 20% more damage All five of the starting perks that you get are must-haves and you can’t go wrong with any of them. Perception follows the same ambit as strength.

However, its overall accuracy cannot go above 95%. Moreover, it increases your V.A.T.S accuracy by 10% per point invested.

Perception comes with two distinct advantages, it offers great perks like Locksmith and Rifleman which are considered must-haves. Unlike Fallout: New Vegas and Fallout 3 where Perception directly controlled the distance at which enemies would appear on a player’s compass, enemies do not end up appearing on the compass in Fallout 4 unless they are directly talking for you. Beyond that, Basher, Rooter, and Pain Train are mostly melee-centric perks that we’ll be talking about later. This is because pretty much all characters are going to need armor at some point.Īnd, if you decide to use heavy weapons, you can always allocate points to get Heavy Gunner. (Robots and oversized enemies are immune to the stagger.)įor the vast majority of character builds, you’ll end up quickly finding out that you won’t need any more perks beyond Armorer or Heavy Gunner in most cases. While wearing Power Armor, sprinting into enemies hurts and staggers them. While standing still, you gain 25% Damage Resistance and your melee and unarmed attacks deal 25% more damage. Hip fire accuracy is improved when firing any gun. Gain access to base level and Rank 1 melee weapon mods. Gain access to base level and Rank 1 armor mods. Here’s a quick look at all the perks you get from Strength: Perk In Fallout 4, you gain +10 extra capacity and 10% melee damage for every point that you put in strength. Therefore, we’ve constituted that fact as well. If you are more of a ranged player, strength wouldn’t do you that well. You should consider investing in this stat if you are likely to punch and melee things around you. Strength allows you to increase the number of items you can carry (weight) alongside the amount of damage each of your melee attacks will do.
