Prima Games eGuides Fallout 4 eGuide

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Fallout 4 eGuide STAT Perks

Luck-Related Perks

Luck Training

Luck is a measure of your general good fortune and affects the recharge rate of critical hits. While searching for loot, your Luck determines the (random) likelihood of receiving a rare item, mod, or high-value item. In combat, critical hits help remove targets in quicker, more violently impressive ways, and decreasing the time it takes to inflict such pain is obviously helpful.

To your good fortune! Spend a Perk Point and instantly gain 1 point of Luck to a maximum of 10.

There are no requirements for the training in this attribute.

Level 01: Fortune Finder

You’ve discovered the Wasteland’s hidden wealth, and this can certainly help you amass greater fortune. But there are other methods to make money (such as scavenging ammo and other equipment and selling it), too. “Containers” refers to any searchable piece of scenery.

rankRequirementsdescription

1

LCK 1

You find more Bottlecaps in containers.

2

Level 5, LCK 1

You find even more Bottlecaps in containers.

3

Level 25, LCK 1

You find even more Bottlecaps in containers.

4

Level 40, LCK 1

You find even more Bottlecaps in containers, and there is a chance of enemies exploding in a shower of Caps when you kill them.

Level 02: Scrounger

You know just how to scavenge to keep the fight going, and unlike the Fortune Finder perk, all that extra ammunition you find in the various containers of the Commonwealth can be employed in combat as well as traded for Caps: This means extra flexibility, depending on your ammo and money reserves.

rankRequirementsdescription

1

LCK 2

You find more ammunition in containers.

2

Level 7, LCK 2

You find even more ammunition in containers.

3

Level 24, LCK 2

You find even more ammunition in containers.

4

Level 37, LCK 2

You find even more ammunition in containers.

Level 03: Bloody Mess

Watch out for flying eyeballs! Though more of an aesthetic at the initial rank, this becomes increasingly more potent, especially as the damage bonus is available to any weapon you’re wielding. Spectacular gore-balls are also a real treat to watch explode.

rankRequirementsdescription

1

LCK 3

The +5 percent bonus damage means enemies will sometimes explode into a gory red paste.

2

Level 9, LCK 3

You now inflict +10 percent damage in combat.

3

Level 31, LCK 3

You now inflict +15 percent damage in combat.

4

Level 47, LCK 3

When an enemy explodes, nearby enemies may suffer the same fate.

Level 04: Mysterious Stranger

Who is he? Why does he help? Who cares! This odd fellow is most helpful if you’re trying to conserve every Action Point and bullet you can, especially at higher difficulty levels. Remember he’s only appearing during V.A.T.S. combat, so spend a Perk Point if you favor this method of foe removal.

rankRequirementsdescription

1

LCK 4

The Mysterious Stranger will appear occasionally in V.A.T.S. to lend a hand, with deadly efficiency...

2

Level 22, LCK 4

The Mysterious Stranger appears more often in V.A.T.S.

***

Level 41, LCK 4

The Mysterious Stranger appears more often in V.A.T.S. When he kills an opponent, there is a chance your Critical meter gets filled.

Level 05: Idiot Savant

You’re not stupid! Just...different. The main advantage is the accrual of XP at a faster-than- normal pace, which allows you to level up, receive a Perk Point, and gain more levels and perks with haste. If you’re going the Idiot Savant route for huge XP bumps, make sure you scour merchants. Since you’ll never get Gun Nut or Science, you can still find mods for sale at pretty reasonable rates. Intelligence-reducing apparel also helps, too.

rankRequirementsdescription

1

LCK 5

Randomly receive 3x XP from any action, and the lower your Intelligence, the greater the chance.

2

Level 11, LCK 5

You now randomly receive 5x XP from any action. The lower your Intelligence, the greater the chance.

3

Level 34, LCK 5

Randomly receiving bonus XP from any action may trigger 3x XP for all kills for a short period of time. The lower your Intelligence, the greater the chance.

Level 06: Better Criticals

Advanced training for enhanced combat effectiveness! Although you won’t score criticals more frequently, they inflict a truly splendid amount of extra damage. If you favor this way of killing foes, this is a truly helpful perk.

rankRequirementsdescription

1

LCK 6

Criticals do 50 percent more extra damage.

2

Level 15, LCK 6

Your criticals now do twice as much extra damage.

3

Level 40, LCK 6

Your criticals now do 2.5x as much extra damage.

Level 07: Critical Banker

You’re a patient battlefield tactician and can wait to unleash a torrent of additional damage. But why save your criticals? During a protracted or difficult fight, you usually meet more dangerous enemies as you encroach farther into their territory, so keeping a couple of criticals just for a Raider boss, Glowing One, or Legendary enemy is just good combat sense.

rankRequirementsdescription

1

LCK 7

You can save a critical hit, to be used in V.A.T.S. when you need it the most.

2

Level 17, LCK 7

You can now save 2 critical hits, to be used in V.A.T.S. when you need them the most.

3

Level 43, LCK 7

You can now save 3 critical hits, to be used in V.A.T.S. when you need them the most. Banking a critical has a chance to save an additional critical.

4

Level 50, LCK 7

You can now save 4 Critical Hits, to be used in V.A.T.S. when you need them the most.
* Expanded perk rank made available with Far Harbor DLC

Level 08: Grim Reaper’s Sprint

Death becomes you! If you use V.A.T.S. and like your odds of clearing out a chamber full of foes without giving them a chance to respond, this is the perk to take.

rankRequirementsdescription

1

LCK 8

Any kill in V.A.T.S. has a 15 percent chance to restore all Action Points.

2

Level 19, LCK 8

Any kill in V.A.T.S. now has a 25 percent chance to restore all Action Points.

3

Level 46, LCK 8

Any kill in V.A.T.S. now has a 35 percent chance to restore all Action Points and refill your Critical meter.

Level 09: Four Leaf Clover

Feeling lucky? You should! If you enjoy the different (and usually gore-filled) methods of taking down foes using critical hits in V.A.T.S. and want to ensure this happens every time, employ this perk. Naturally, combining this with Better Criticals and Critical Banker results in massive damage potential with increasing regularity.

rankRequirementsdescription

1

LCK 9

Each hit in V.A.T.S. has a chance of filling your Critical meter.

2

Level 13, LCK 9

Each hit in V.A.T.S. now has an even better chance of filling your Critical meter.

3

Level 32, LCK 9

Each hit in V.A.T.S. now has a very good chance of filling your Critical meter.

4

Level 48, LCK 9

Each hit in V.A.T.S. now has an excellent chance of filling your Critical meter.

Level 10: Ricochet

What goes around comes around! Though it won’t come around if your foe isn’t using a ranged weapon, so be mindful of this fact. Don’t worry about the “closer you are to death” part; there’s still a chance of a ricochet when you’re relatively unscathed, and leaving some enemies to kill themselves with their own projectiles frees you up to concentrate on other foes.

rankRequirementsdescription

1

LCK 10

An enemy’s ranged attack will sometimes ricochet back and instantly kill them. The closer you are to death, the higher the chance.

2

Level 29, LCK 10

There’s an increased chance that an enemy’s shot will ricochet back and kill them.

3

Level 50, LCK 10

When an enemy’s shot ricochets back and kills them, there is a chance your Critical meter gets filled.