Perks Edit

There have been many changes to the Perk system in Dust. As in Vanilla New Vegas, there are different types of perks. Regular perks may be obtained once after every other level gained in the game. Most Challenge Perks from Vanilla New Vegas remain the same in DUST, and are obtained after undertaking and completing specific actions in the game.

Regular Perks Edit

Almost all Regular perks in Dust have different requirements and effects than the un-modded New Vegas. Almost all of the regular perks have no level requirements whatsoever now. Some Regular Perks are roughly the same as perks in Vanilla New Vegas but have have been renamed, Some perks have had their requirements changed. Other perks have additional negative side effects now. Be aware that all of the requirements for obtaining a regular perk in the perk list at level up may not be listed in the game menu, so refer to the Regular Perks List below for a more accurate reference for Perk Requirements.

Regular Perks List Edit

Perk Title Requirements Ranks Effect
Action Boy /

Action Girl

AGL 6 2 You gain an additional 15 action points, but regenerate them 2% slower.
Adamantium Skeleton -- 1 Your limbs receive 50% of the damage they normally would, but you lose 3 DT
Alertness PER<10, PER 6 1 When Crouched and not moving PER +2, but Damage Resistance -2.
And Stay Back Guns 70 1 Shotguns have a 10% chance, per pellet, of knocking an enemy back.
Animal Friend CHR 6, Survival 45 2 1st rank, animals won't attack and -5% damage dealt to animals.. 2nd rank Animals will come to your aid in battle and. -10% damage against animals.
Atomic! END 6 1 When exposed to radiation +25% Run Speed, +25% Attack Speed and +25% STR, But AP regeneration decreases with increased radiation level, Starting at a 10% Reduction for minor radiation poisoning and progressing to 50% Reduction in extreme cases.
Better Criticals PER 6, LCK 6 1 +50% critical Hit damage, -25% Critical Hit chance with all weapons. (critical damage * 1.5, base critical chance * 0.75)
Black Widow /

Confirmed Bachelor

-- 1 +10% damage against male opponents, -10% damage against female opponents.
Bloody Mess -- 1 +5% damage on all your attacks, 200 points of sanity damage are inflicted upon taking this perk.
Broad Daylight Sneak 80 1 No Sneak penalty for using Pip-Boy light.
Burden to Bear STR 6, END 6 1 +10 lbs. Carry Weight.
Cannibal Sanity < 250 1 When you are in Sneak mode, you gain the option to eat a human corpse to regain hunger, but you lose Sanity each time you feed in this way.
Center of Mass Level 14, Guns 70 1 +15% Damage to the Torso in V.A.T.S.
Certified Tech. Science 50 or Repair 50 1 +25% Critical hit chance against Robots. (Base chance + 25) Also slightly better loot may be salvaged from destroyed robots.
Chem Resistant Level 16, Medicine 60 1 You are 50% less likely to get addicted.
Chemist Level 14, Medicine 60 1 Chems and stimpaks last twice as long.
Cherchez la Femme /

Lady Killer

-- 1 In combat you do +10% damage against female opponents, but you do -10% damage against male opponents.
Cloud Killer -- 1 +10% Damage Resistance and +10% Damage against the Marked Men.
Commando -- 1 +25% accuracy in V.A.T.S. with two-handed Guns and Energy weapons weapons. -25% accuracy in vats with one handed guns and energy weapons weapons.
Communistic Wisdom Insanity 1 +10% experience, but items purchased cost a lot more (1000x) more.
Comprehension INT 4 1 You gain one additional permanent skill point for reading skill books (now 4) and double the temporary skill points for reading magazines (now 20).
Computer Whiz INT 7, Science 70 1 Can make one extra attempt to hack a locked-down terminal.
Concentrated Fire Level 18, Energy Weapons 60, Guns 60 1 +5% accuracy in V.A.T.S. with every subsequent attack on a given body part queued.
Coward AGL 6, Sanity > 250 1 While wearing light armor +10% running speed and -25% enemy critical hit chance, but -25% damage all the time.
Cowboy Guns 45, Melee Weapons 45 1 +25% damage done by dynamite, hatchets, knives, revolvers, and lever-action guns,-25% damage done by 9mm and .45 auto pistols and SMGs, Service Rifles, Assault and Marksman Carbines, Light Machine Guns, Frag Grenades, Grenade Rifles and Launchers, and Combat Knives.
Educated INT 6

Science 30

1 You gain two more skill points every time you advance in level.
Entomologist INT 4, Survival 45 1 You do an additional 50% damage every time you attack a mutated insect.
Explorer Survival 65 1 Walk Speed increased by 10%
Eye for Eye -- 1 +10% more damage dealt by you per crippled limb you have.
False Authority CHR 8 1 Most NCR enemies ignore you.
Fast Metabolism Medicine 65 1 +20% health from Stimpaks.(Possibly bugged to have no effect)
Ferocious Loyalty CHR 6 1 When you drop below 50% HP, companions gain +50 DR.
Fight the Power! -- 1 You gain +2 DT and +10% Critical Chance against enemies wearing NCR armor, but -5% Critical Chance against all other enemies.
Finesse AGL 7 1 +5% Critical hit chance, but -5% Critical hit damage.
Fortune Finder LCK 7 1 Considerably more bottle caps will be found in containers
Friend of the Night PER 6, Sneak 30 1 Your eyes adapt quickly to low-light conditions.
Friendly Tribal CHR 6, LCK 6 1 10% chance that a Friendly Tribal will incapacitate a target in V.A.T.S. (This perk has the same effect as the Miss Fortune Perk from Vanilla New Vegas)
Ghastly Scavenger Cannibal Perk 1 When you're in Sneak mode, you gain the option to eat a super mutant or feral ghoul corpse to regain hit points, but lose Sanity.
Ghost Hunter -- 1 Ghosts stay dead.
Grim Reaper's Spirit -- 1 If you kill a target in V.A.T.S. receive 20 Bonus Action Points after leaving V.A.T.S. but Action Points regenerate 50% Slower.
Grunt Guns 45 Explosives 45 1 +25% damage done by 9mm and .45 auto pistols and SMGs, Service Rifles, Assault and Marksman Carbines, Light Machine Guns, Frag Grenades, Grenade Rifles and Launchers, and Combat Knives.-25% damage done by dynamite, hatchets, knives, revolvers, and lever-action guns,
Gunslinger -- 1 +25% accuracy in V.A.T.S. with one-handed weapons. -25% accuracy in V.A.T.S. with two-handed weapons.
Hand Loader Repair 70 1 When using Guns, you are twice as likely to recover cases and hulls. You also have all hand load recipes unlocked at any reloading benches.
Heave, Ho! STR 7, Explosives 30 1 +50% thrown weapon velocity and range.
Here and Now Level < 35 1 You instantly level up again.
Heavyweight END 7, STR, 7 1 Weapons with a weight of more than 10 are cut in half. This does not affect weapons modded to under 10 wg.
Hit the Deck Explosives 70 1 +25 DT against all explosives.
Hobbler PER 7 1 Your chance to hit an opponent's legs in V.A.T.S. is increased by 25%, but your limbs become 5% more vulnerable to damage.
Home on the Range Survival 70 1 Whenever you interact with a campfire, you have the option of sleeping, with all the benefits that sleep brings.
Hunter Survival 30 1 In combat, you do 75% more critical damage against animals and mutated animals, but you do 25% less critical damage to all other enemies.
In Shining Armor Repair 20, Science 70 1 +5 DT when wearing Metal Armor, +2 DT when wearing reflective glasses.(This is a possibly bugged Perk and may apply no effect)
Infiltrator PER 7, Lockpick 70 1 Can make one more attempt to pick a broken lock.
Intense Training -- 10 You can put a single point into any of your SPECIAL attributes.
Irradiated Beauty END 6, Rads > 800 1 Sleep removes all Rads (Hardcore: only -100 Rads).
Junk Rounds LCK 6, Repair 65 1 You can craft ammunition using scrap metal and tin cans.
Jury Rigging INT 6, Repair 100 1 Repair any item using a roughly similar item.
Just Lucky I'm Alive LCK 6, Sanity < 250, Sanity > -250 1 +4 Luck for 3 minutes upon finishing a battle with less than 25% health.
King Arthur Insanity 1 +25% damage with Melee Weapons.
Laser Commander Energy Weapons 50 1 You do an extra 15% damage and have a 10% extra chance to critically hit with any laser weapon. All other weapons do -15% damage.
Lead Belly END 5, Survival 40 1 - 50% radiation taken from food and water sources.
Lessons Learned INT 8

Survival 65

1 +1% XP gain per player level. (This perk is bugged to apply no effect until the player reaches level 25. It works properly after that.)
Life Giver END 6

Medicine 50

1 +30 hit points.
Light Step PER 6, AGL 6, Sneak 75 1 Floor traps or mines will not be set off.
Living Anatomy Medicine 70 1 +5% bonus to damage against humans and non-feral ghouls. Also allows you to view health and Damage Threshold of any target.
Mad Bomber Repair 45, Explosives 45 1 At Workbenches, you have special Explosives recipes unlocked for use.
Math Wrath Science 70 1 - 10% Action Point Cost
Meltdown Energy Weapons 90 1 Meltdown causes foes killed by your Energy Weapons to give off a corona of harmful energy. Note: this can cause a chain reaction.
Mile in Their Shoes Survival 25 1 Consuming Nightstalker Squeezin's now grants bonuses to Perception (+1 PER), Poison Resistance (+5), and stealth (+5 Sneak) in addition to the normal benefits
Mister Sandman Sneak 60 1 When you're in Sneak mode, you gain the option to silently kill any human or Ghoul while they're sleeping. And, all Mister Sandman kills earn bonus XP.
Mysterious Stranger CHR 7 1 10% chance that the Stranger will finish off a target in V.A.T.S.
Nerd Rage! INT 5, Science 50 1 +15 DT and Strength increased to 10 whenever health is 20% or lower.
Nerves of Steel Level 26 AGL 7 1 Regenerate Action Points 20% faster.
Night Person -- 1 +2 to both Intelligence and Perception at night (up to a maximum of 10).
Ninja Melee 80, Sneak 80 1 +15% critical chance for Melee and Unarmed attacks. +25% Sneak attack damage.
Nuka Chemist Science 90 1 This perk unlocks special Nuka-Cola recipes at the Workbench.
Old World Gourmet END 6, Survival 45 1 +15% Addiction Chance. +50% Health bonus from Snack Foods.Scotch, Vodka and Wine now give you Health in addition to their normal effects.
Packrat INT 5, Barter 70 1 Items with a weight of 2 or less weigh half as much for you.
Paralyzing Palm Unarmed 70 1 You will sometimes perform a special V.A.T.S. palm strike that paralyzes your opponent for 30 seconds. You must be completely unarmed.
Piercing Stike Unarmed 70 1 Removes 15 DT from target when using Unarmed and Melee Weapons.
Plasma Spaz Energy Weapons 70 1 The AP costs for all plasma weapons (including Plasma Grenades) are reduced by 20%.
Precision Detonation Explosives 3 +20% damage for Explosive Weapons, -10% Explosives range per Rank.
Purifiier Unarmed 50, Melee 50, Rads < 200 1 +50% damage with Melee and Unarmed weapons against Centaurs, Nightstalkers, Spore Plants, Spore Carriers, Deathclaws, Super Mutants, and Feral Ghouls.
Pyromaniac Explosives 60 1 +50% damage with fire-based weapons, like the Flamer and Shishkebab.
Quick Draw AGL 5 1 You draw and holster 50% faster, but have 5% more gun spread.
Rad Adsorbtion END 7, Rads > 900, 1 Your radiation level slowly decreases on its own over time.
Rad Child Survival 70 1 Regenerate 2 HP per second per 200 rads accumulated. +25% more radiation inflicted from all sources.
Rad Free END 5, Survival 40 1 +25% Radiation Resistance, +100% more Radiation inflicted from all sources.
Rapid Reload AGL 5, Guns 30 1 Makes all of your weapon reloads 25% faster than normal.
Retention INT 5 1 The bonuses granted by skill magazines last three times as long.
Revolver Training -- 1 All shots with revolver type pistols have less spread and are twice as likely to score a critical hit.
Robotics Expert Science 70 1 +25% damage to any robot. And sneaking up on a hostile robot undetected and activating it will put that robot into a permanent shutdown state.
Run 'n Gun Guns 45, Energy Weapons 45 1 -50% spread with one-handed ranged weapons while walking or running. -5% Movement Speed.
Roughin' It Survival 100 1 Any time you sleep outside, you gain the benefits of being Well Rested, even if you don't own the bed. In hardcore mode this will restore the healing effects of sleep, provided that it is done outdoors.
Scrounger LCK 10 1 You find considerably more ammunition in containers than you normally would.
Semi-Auto Training -- 1 All shots with Non-Revolver pistols have 50% less spread and critical hit chance is doubled. (Possibly glitched to only work with the .45 Auto Pistol)
Shotgun Training Guns 45 1 You ignore an additional 10 points of enemy DT when using shotguns, But you do 5% less damage with all other weapons.
Sierra Madre Martini Survival 35 1 Make a mysterious edible substance at a Camp Fire out of scrap materials (Cloud Residue, Tin Cans, Junk Food) that provides +75 HP, +4 END, and +2 STR... but watch out, it's also highly addictive (15% chance of addiction).
Silent Running AGL 6, Sneak 60 1 Running no longer factors into a successful sneak attempt.
Slayer AGL 7, Melee 90, Unarmed 90 1 +30% Melee Weapons and Unarmed attack Speed, but +100% Gun Spread.
Sniper AGL 6, PER 6, Sneak 50, Guns 70 1 Your Spread for all rifles is decreased by 15% and range is increased by 15%. Your Attack Speed for all weapons is decreased by 15%.
Solar Powered END 7, Rads > 900 1 You gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost Health.
Sound of Mind Sanity >250 1 You inflict +10% damage, and for every 100 points of Sanity, you gain 10 Health. You are also immune to critical hits.
Splash Damage Explosives 70 1 All Explosives have a 25% larger area of effect.
Spray 'n Pray Level 22 1 -75% weapon damage to companions
Stonewall END 8, STR 8 1 You gain +5 DT against all Melee Weapons and Unarmed attacks and cannot be knocked down in combat.
Strong Back STR 7, END 7 1 You can carry 15 more pounds of equipment.
Super Slam! STR 6, Melee 45 1 All Melee Weapons (except thrown) and Unarmed attacks have a chance of knocking your target down.
Swift Learner INT 4 3 With each rank in the Swift Learner perk, you gain an additional 10% to total Experience Points whenever Experience Points are earned.
Tag! -- 1 Allows you to select a fourth Skill to be a Tag skill, which instantly raises it by 15 points.
The Professional Guns 70, Energy Weapons 70, Sneak 70 1 Your Sneak Attack Criticals with pistols, revolvers, and submachine guns, whether Guns or Energy Weapons, all inflict an additional 20% damage.
The Scurrier Insanity 1 +50% Run Speed, +50% damage dealt to your limbs.
Them's Good Eatn' Survival 55 1 Any living creature you kill has a 50% chance to have the potent healing items Thin Red Paste or Blood Sausage when looted. (Disabled)
Toughness END 7 2 +3 DT and -5% Run Speed per rank.
Travel Light Survival 45 1 While wearing light armor or no armor, you run 10% faster.
Tribal Hunter -- 1 +15% Damage against Tribals. +25% Chance to hit Tribals in V.A.T.S.
Tribal Wisdom Survival 85 1 Your limbs take 50% less damage from Animals, Mutated Animals, and Mutated Insects, you gain +25% resistance to Poison Damage, and can eat Mutated Insects when you're in Sneak mode.
Tunnel Runner AGL 8, Sneak 75 1 +25% Run Speed When Sneaking in Light Armor
Unstoppable Force STR 7, Melee 90 1 You do a large amount (+300%) of additional damage through enemy blocks with all Melee Weapons and Unarmed attacks.
Vigilant Recycler Science 70 1 When you use Energy Weapons, you are more (100%?) likely to recover drained ammunition. You also have more efficient recycling recipes available at the Workbench.
Voracious Reader INT 7 1 Damaged books you pick up become blank magazines, which you can use to copy your existing skill magazines at a workbench (or convert blank magazines back to books).
Walker Instinct PER 7, Survival 60 1 You gain +1 Perception and Agility attributes while outside.
Weapon Handling STR < 10 1 Weapon Strength Requirements are now 2 points lower than normal for you, But, weapon draw speeds are 10% slower.

*This perks list was last reviewed for DUST Version 1.96 As of 2016/02/20. All Perk Requirements and Effects were checked Using G.E.C.K. but were not tested in game. (Beware, YMMV)

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