Fallout 4 Perks

General information
The new perk system of Fallout 4 has merged with the skill system of previous games. Each time the player character gains a level they gain a perk point. This point can be expended increasing the rank of a primary SPECIAL attributes, or on one of the SPECIAL perks. Every rank of the SPECIAL attributes and perks costs 1 perk point. This is all manageable from the perk chart screen within the Pip-Boy.

In addition there are other perks that can be gained through player character's actions, such as reading a magazine, which don't use up perk points. Unless otherwise specified all perks are permanent. When obtained these perks are viewable on the Pip-Boy's perks screen, which is separate from the perk chart.

Every perk has a base ID. Any perk with a base ID can be added with the console via. For example, to add rank 1 of Iron Fist, one would type into the console. If you wish to add higher ranks, such as rank 4 of Iron Fist, make sure to first add the 3 lower ranks.

SPECIAL perks
SPECIAL perks are obtainable via spending perk points in the perk chart. Each perk has two prerequisites: player character's level and SPECIAL rank. In order to purchase a perk the player's character level must be at least as high as the perk's requirement and the specified SPECIAL rank.

To unlock every perk the player character must get to level 278, provided that all the SPECIAL-bobbleheads have been picked up and the player character has read "You're SPECIAL!". There were also 7 perks added with Far Harbor and 7 added for Nuka-World, making the required level with all add-ons installed 292.

In addition, most of these perks have multiple ranks. Each rank costs one perk point and grants new bonuses.


 * 3rd and 4th ranks of Chemist require 5 Intelligence as opposed to 7 due to a bug.

SPECIAL ranks
Each of the 7 SPECIAL attributes has 10 available ranks. Characters start with at least rank 1 in all 7 attributes. Expending a perk point allows you to add a rank to a given attribute.

Increasing the rank of a SPECIAL attribute is technically adding a permanent perk. Ranks 2-10 of every attribute have their own base ID. Since rank 1 is the starting point for all players, it is not a true perk and does not have an ID.

Bobblehead perks
Obtaining bobbleheads will add either a unique perk, or add a rank to a SPECIAL attribute.

The 7 SPECIAL attribute bobbleheads will increase a SPECIAL rank by 1, even if it is already at rank 10. If the player waits to obtain these until after the relevant SPECIAL rank is 10, then the player can permanently gain rank 11 for that attribute. These 7 bobbleheads do not technically add a perk behind the scenes, do not have an associated base ID, and thus are not listed below.

Each bobblehead that doesn't increase a SPECIAL attribute has its own unique perk and ID. The following list details each of these.

Magazine perks
These perks can be acquired by reading the associated magazines. The following table lists their perk IDs, along with the names of the perk as they appear in your the character's Pip-Boy. Some perks have multiple ranks. Additional ranks can be acquired by reading more magazines of the same type.

Companion perks
These perks are acquired by reaching the maximum level of affinity with a companion. The perks obtained this way are permanent and will stay even when the companion has been dismissed or leaves.

Temporary perks
These are the only perks that do not stick with the character permanently, and instead last a few in-game hours.

Far Harbor perks
These are the perks available in the Far Harbor add-on. 

Nuka-World perks
These are the perks available in the Nuka-World add-on. 

Other perks
There are a variety of other perks within Fallout 4, most of which are not visible on the Pip-Boy perks screen and are used behind the scenes by the game engine. Some of these can be added permanently via. The full effects of all these perks are not always known. Some will not show up with a name in the perks category.