PERK CARDS
35 perk cards
Action Points regenerate 15/30/45% faster.
Faster AP regen
Cost: 1 point
Gain +6/7/8/9/10% damage for 30s per kill. Stacks 5 times.
Kill streak damage bonus
Cost: 1 point
Your ranged sneak attacks deal 2.15/2.3/2.5x normal damage.
Sneak attack multiplier
Cost: 1 point
Sneak to lose enemies. Running no longer affects stealth.
Break combat easily
Cost: 1 point
V.A.T.S. switching targets gains +10/15/25% damage.
VATS multi-target bonus
Cost: 1 point
You are 25/50/75% harder to detect while sneaking.
Improved stealth
Cost: 1 point
When alone, take 10/15/20/25% less damage and gain 10/15/20/30% AP regen.
Solo play bonuses
Cost: 1 point
Positive mutation effects are +25% stronger if teammates are mutated too.
Team mutation bonus
Cost: 1 point
Make your target take 5/6/7% more damage for 10 seconds after you attack.
Damage debuff on enemies
Cost: 1 point
Take 15/30/45% less damage from explosions and flame attacks.
Fire and explosion resistance
Cost: 1 point
Gain 10/20/30/40/50 Damage and Energy Resistance while not in Power Armor.
Non-PA damage resistance
Cost: 1 point
Gain a +15/30/45/60 to your maximum health.
Increased max health
Cost: 1 point
Your explosives do +20/30/40/50/60% damage.
Explosive damage bonus
Cost: 1 point
While below 20% Health, gain 20/30/40 Damage Resist and 10/15/20% damage.
Low health bonuses
Cost: 1 point
Fusion Core duration is now +30/60/100%.
Extended fusion cores
Cost: 1 point
In Power Armor, heavy guns gain 15/30/45% armor penetration and more accuracy.
Power armor heavy gun bonuses
Cost: 1 point
V.A.T.S. criticals do +20/30/40% damage.
Critical damage bonus
Cost: 1 point
5/10/15% bonus damage means enemies may explode into a gory mess.
+5/10/15% damage to all attacks
Cost: 1 point
Critical hits now use 15/25/35% less of your critical meter.
More frequent crits
Cost: 1 point
Each hit in V.A.T.S. has a chance to fill your Critical meter.
Crit meter fill chance
Cost: 1 point
6/10/18% chance to ricochet enemy ranged attack back at attacker.
Reflect ranged attacks
Cost: 1 point
While below 30% health, gain 15/30/45% chance to avoid damage.
Damage avoidance at low health
Cost: 1 point
Less/No chance of mutating from rads or RadAway curing mutations.
Mutation protection
Cost: 1 point
Automatic rifles now do +10/15/20% damage.
+10/15/20% automatic rifle damage
Cost: 1 point
V.A.T.S. targets same body part for +10/15/20% accuracy and damage.
VATS focus bonus
Cost: 1 point
Your non-automatic rifles now do +10/15/20% damage.
+10/15/20% non-auto rifle damage
Cost: 1 point
Your shotguns now do +10/15/20% damage.
Shotgun damage bonus
Cost: 1 point
Your shotguns have improved accuracy and spread.
Shotgun accuracy
Cost: 1 point
Your rifles ignore 12/24/36% armor and have a 3/6/9% stagger chance.
Armor penetration and stagger for rifles
Cost: 1 point
Ballistic weapon ammo weighs 45/90% less.
Ammo weight reduction
Cost: 1 point
Heavy guns weigh 30/60/90% less.
Heavy gun weight reduction
Cost: 1 point
Take 15/30/45% less damage from your opponents' melee attacks.
Melee damage reduction
Cost: 1 point
Your non-explosive heavy guns now do +10/15/20% damage.
+10/15/20% heavy gun damage
Cost: 1 point
Your melee weapons ignore 25/50/75% of your target's armor.
Melee armor penetration
Cost: 1 point
Your melee weapons weigh 20/40/60% less, and you can swing them 10/20/30% faster.
Faster melee swing
Cost: 1 point