Fallout 4 gives players a few perks they are familiar with, while also changing up how players select the perk. Players can get perks from companions or by completing certain quests. Perks can now come in tiers, requiring players to upgrade the perk until they have the best version of it. A lot of perks make a comeback, such as the cannibalism perk, while perks relating to lock picking was added.

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Perks can offer assistance to the player, such as helping them aim their weapon better or keep them from getting addicted to chems. While some might sound cool to have, some perks are useless when traveling the Commonwealth.

10 Useless: Gift Of Gab

This perk is given to the player when they reach maximum affinity with Piper Wright. This perk will double the XP the player gets for using persuasion or for discovering new locations. While it might sound nice, it does not really offer much for the player.

If the player is trying to level up quickly, this would be a good perk for them to use. It might encourage the player to explore the Commonwealth and use peaceful methods to talk down an enemy.

9 Useful: Hacker

Unlike previous games, Fallout 4 has a perk that allows players to hack the different terminal levels. This means the player cannot hack 'Expert' or 'Master' terminals until they unlock the next tier. The last tier of the perk makes it so the player can never be locked out of the terminal.

Unlocking terminals will allow the player to disable turrets, robots, or unlock any door in a building. It also gives the player the chance to read entries, giving more information about life during and right after the Great War.

8 Useless: Bloody Mess

The lower tiers of this perk seem worth it, but exploding an enemy does not. It adds a bit of gore, making the enemy's body disappear. The lower tiers allow the player to inflict a certain percent more damage towards enemies, making it somewhat worth it.

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While it might seem cool to explode an enemy, it can become a hassle. Being too close can damage the player, and it is always a surprise when an enemy will explode.

7 Useful: Mysterious Stranger

The Mysterious Stranger will help the player when they use V.A.T.S., showing up at random times and killing off the enemy. Each tier makes it more likely for him to appear, with the last tier possibly filling the critical meter. Depending on what the enemy is, the Mysterious Stranger can either kill or critically damage the enemy.

Funnily enough, when using Nick Valentine as a companion, Nick will ask the player if he saw the Mysterious Stranger. A folder can be found at Nick's house, documenting all of the appearances of the man throughout the series.

6 Useless: Lead Belly

Using this perk will lower the amount of radiation the player will get from drinking and eating. Each tier makes this perk better, the last tier making it so the player takes no radiation. While this does sound useful, the amount of radiation from food and water is not that high.

With a lot of RadAway being found in the Commonwealth, it is a better idea to choose another perk instead. The only real reason this perk should be chosen is if the player decides to play in Survival Mode.

5 Useful: Mister Sandman

This perk is very useful, as the first tier makes it so the player can kill a sleeping enemy instantly. The other two tiers make it so silenced weapons do more damage when sneaking. This perk can make it easier to kill certain targets without alerting the whole settlement.

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Unlike previous games, kills from using this perk will not award XP. This is most likely so players do not abuse killing unnamed wastelanders for XP.

4 Useless: Scrapper

This perk gives the player more components when they scrap armor or weapons. Each tier gives the player better components when they scrap an item. While it might sound nice, there is better perks to choose from. Looting enemies and locations will most likely give the player more than enough components.

After forming settlement lines, the player will most likely have more than enough components to build. If the player has no interest in building settlements, then this perk is completely useless.

3 Useful: Know You Enemy

This is the companion perk from Paladin Danse, being given when the player reaches his max affinity. The perk also falls in line with the Brotherhood of Steel's motives, giving the player 20% more damage against synths, Ghouls, and Super Mutants. This comes in handy, as these are the most common enemies.

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This will make the player more comfortable with exploring the Commonwealth. In downtown Boston, the area is infested with Super Mutants and Ghouls, making this perk helpful when exploring.

2 Useless: Shield Harmonics

This perk is given to the player when they reach max infinity with X6-88. This means the player will have to side with The Institute and not anger them in any way. Although it sounds good, it only gives the player 20% resistance to energy damage.

If the player defeats The Institute, they are less likely to find enemies who do energy damage. If the player does side with The Institute, they should not be attacked by enemies who do energy damage.

1 Useful: Night Person

This perk is perfect for any player who likes to travel the Commonwealth at night. Each tier offers a little more, with the last tier giving the player 30 extra health points. It also gives the player night vision when they sneak at night.

This can give the player an advantage over enemies of the Commonwealth. The perk also increases the player's intelligence and perception when it becomes night.

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