Optional Perks
Strong Back – Requires 6 Strength
A handy perk to have if you cannot fathom dropping all the great loot you come across in the commonwealth. Early on the bonus to your carry weight is okay, but the later ranks allowing you to run and fast travel whilst over-encumbered is why you truly want this at your disposal. We only leave this as an optional perk as some players do not like maxing this all the way or taking it what so ever as it may deviate from the idea of you carrying what’s in your pockets rather than carrying an invisible rucksack that never fills.
Pain Train – Requires 10 Strength
A fan of using power armour? Then we suggest taking this perk only if you are jumping into your trusty suit for every scenario. Pain Train gives you a running tackle that you can use to initiate fights and potentially take out opponents right off the bat. If your opponents aren’t dead they will at least be crippled, staggered or even knocked to the ground.
Demolition Expert – Requires 5 Perception
We have placed this perk down here instead of with the other damage increasing mods simply because standard fragmentation grenades and Molotov cocktails are quite common in the commonwealth when facing enemies. On top of that, grenade damage at base is pretty good without points put into this perk. We recommend picking this one up if you are an avid fan of causing explosions of all different kinds and also wish to challenge yourself with an unarmed & explosives only run of the game. Plus, being able to make your own projectiles can come in handy in the right situation.
Refractor/Life Giver/ Adamantium Skeleton
These perks all reward you with either health, energy resistance or limb damage resistance and are optional simply due to them adding on top of your damage threshold. Since we put Toughness on the essentials list, these are more optional as you can progress through the game with just this perk and skill books to boost your resistances. With that said however, these become much more important if you are playing on the harder difficulties and wish to stand up to the more ferocious creatures.
Lone Wanderer – Requires 3 Charisma
If you just don’t like teaming up with humanoids or robots and tend to spend your time exploring with either a dog or no one, then this is the ideal perk for your playthrough. Not only does it increase your damage threshold but it also boosts your damage output when you’re on your lonesome wandering through the commonwealth. As we said over in our companions guide, Dogmeat is the only companion you can have with you if you wish to use the full effect of this perk and still have someone by your side. This perk adds to the challenge and to some will add to the feel of being a true lone wanderer like Mad Max.
Sneak/Mister Sandman/Ninja
As sneaking has always been a viable tactic in the Fallout games, the option returns with these three perks giving you great benefits for your deeds in the shadows. Sneaking has been made easier to understand too in Fallout 4 thanks to the detection radar at the top of the screen squeezing in when enemies are noticing you and expanding out when you’re unnoticed. Now that the sneaking mechanics this time around are more fun to use and easier to manage, picking up these perks may just be a viable option for you.
There are many more perks that we did not list in the guide that are just as good to mess around with on your adventures. If it isn’t in our guide it does not mean the perk is bad, it simply means that we did not particularly recommend it as one of the more important perks in the game. With your adventures be sure to try out any and all of these perks to see what you think and how your character changes.
Have your own go to perks? Let us know what you would choose in the comments and keep an eye out for more instalments of the survival guide in the future.