Fallout: The Traveler/Perks

This page lists all perks in Fallout: The Traveler.

General Information
Unlike the Fallout 4 's Perk Chart, The Traveler returns back the traditional Fallout 3/New Vegas level up skill and perks pick and like in New Vegas, one perk for every level or two levels when playing on Sawyer Mode.

Companion Perks
Companion perks, as their name suggests, are granted by one's companions. For example, Enhanced Sensors is given when the Traveler has enough ascension with ED-E, just like in Fallout 4.

Bobblehead Perks
Instead of SPECIAL and Skill boosting permament effect like in Fallout 3, The Traveler uses the Fallout 4 and Tale of Two Wastelands Bobblehead mini-perk system and obtaining bobbleheads will add either a unique perk.

Challenge and Special Perks
Challenge perks are unlocked by fulfilling certain requirements. Challenge tasks can be accessed from the Paimon Pip menu; on the 'Misc' page, accessible from the 'Data' section. Most of the perks obtained this way are related to the skill or task that was completed to earn it. For example, Set Lasers for Fun increases the odds of scoring Critical Hits with energy-based energy weapons; to earn the perk, a player character must do 16,000 points of damage with one-handed energy weapons over the course of their game. Additionally, some challenge perks have multiple ranks or more than one version, such as Caza-Death Dealer, which 'level up' as one continues adding to its requisite challenge task.

Special perks are granted from other sources, usually through actions in the game world. Completing quests and performing certain actions unlock them. For example, the effects of surgical implants are counted as special perks, which are unlocked once the implant is purchased.

Unarmed Perks
Special unarmed moves can be learned from various characters in the Wasteland or increasing your unarmed skill, split between punches and kicks.