Fallout 76 perk cards: all the perks, how to upgrade them
One of many extra drastic modifications in Fallout 76 is in it’s revamp of how perks work. As a substitute of selecting one everlasting ability at each degree, you get perk cards that may be geared up at any time, upgraded to extend their effectiveness, and even shared together with your buddies at any level supplied you’ve got the Charisma. There are a ton of those within the recreation, some requiring a rise in rank to get extra out of them.
Fallout 76 perk cards guide
This Fallout 76 perk cards guide can have extra on precisely how to obtain them and what you have to do to upgrade them, together with the total record of all the perk cards and their subsequent effects by rank.
These in search of a newbie’s guide to get began with the Fallout 76 ought to take a look at our Fallout 76 guide. That is maybe the most important change with how Fallout 76 performs in comparison with earlier Fallout games, so we’ll now go into simply need the cards do and how to obtain them.
What are perk cards in Fallout 76?
Very similar to all the opposite Fallout games, the chief stats of Energy, Notion, Endurance, Charisma, Intelligence, Agility, and Luck, are all the main stats that govern how your particular person perks work. This time, you start with 1 level in every, quite than create your individual character with a sure construct. Everytime you degree up, you’ll have the ability to rank up a single stat by one, to a most of 15. Factors are not obtained when you attain degree 50, so spend the factors correctly.
Additionally upon levelling up, you’ll have the ability to select a perk card. There’s usually a brand new kind of card per SPECIAL rank, although this isn’t all the time the case. This card doesn’t should be from the stat you simply increased, so you’ll be able to take a perk specialising in one-handed weapon harm, regardless that you simply increased Charisma. They’re filtered by class for simple navigation.
Every of the SPECIAL stats has related perks that may be geared up, although you don’t want to decide on the perk with the corresponding SPECIAL stat you increased. You’ll must have sufficient factors within the related SPECIAL stat to equip that perk, nevertheless they are often shared together with your staff (supplied you’ve got three factors in Charisma) and you may swap them out at any time.
Duplicates that you just select, or open by way of perk card packs (extra on that in a bit), can be mixed to make higher variations of these cards. For instance, the perk “Gladiator” would usually upgrade one-handed melee weapon harm by 10%, nevertheless in the event you mix with a reproduction card, you’ll have the ability to mix them to extend the one-handed melee weapon harm.
The one caveat is that you just additionally upgrade the quantity of factors you have to have in that exact perk to equip that perk. So whereas “Gladiator Rank 1” prices one power level to finish, “Gladiator rank 2” prices two factors.
all the perk cards in Fallout 76
You’re most likely right here to seek out all the perk cards within the recreation, so right here’s the grit of this guide – the total perk card record. Clearly it isn’t full but as sure situations have to be met to unlock the following set of cards, But listed here are all the perk cards we presently know are in Fallout 76. The cards will all be grouped collectively by the SPECIAL stat they’re related to. You possibly can filter the record by utilizing the search bar in every record, so do be sure to reap the benefits of the desk instruments.
- Energy
- Notion
- Endurance
- Charisma
- Intelligence
- Agility
- Luck
Fallout 76 Strength perk list
Perk Name & level requirement | Rank 1 | Rank 2 | Rank 3 | Rank 4 / Rank 5 |
---|---|---|---|---|
Iron Fist (2) | Punching attacks do +20% damage with a 5% chance to stagger your opponent. | Punching attacks do +40% damage with a 10% chance to stagger your opponent. | Punching attacks do +60% damage with a 15% chance to stagger your opponent. | Rank 4: Punching attacks do +80% damage with a 20% chance to stagger your opponent. Rank 5: Punching attacks do +100% damage with a 25% chance to stagger your opponent. |
Travelling Pharmacy (3) | Weight of all Chems (including Stimpacks) are reduced by 30%. | Weight of all Chems (including Stimpacks) are reduced by 60%. | Weight of all Chems (including Stimpacks) are reduced by 90%. | |
Bandolier (4) | Ballistic weapon ammo weighs 30% less. | Ballistic weapon ammo weighs 60% less. | Ballistic weapon ammo weighs 90% less. | |
Gladiator (5) | Your one-handed melee weapons now do +10% damage. | Your one-handed melee weapons now do +20% damage. | Your one-handed melee weapons now do +30% damage. | |
Pack Rat (6) | The weight of all junk items is reduced by 25%. | The weight of all junk items is reduced by 50%. | The weight of all junk items is reduced by 75%. | |
Slugger (7) | Your two-handed melee weapons deal 10% more damage. | Your two-handed melee weapons deal 20% more damage. | Your two-handed melee weapons deal 30% more damage. | |
Shotgunner (10) | Your shotguns now deal +10% damage. | Your shotguns now deal +20% damage. | Your shotguns now deal +30% damage. | |
Basher (11) | Gun bashing does +25% damage with a 5% chance to cripple your opponent. | Gun bashing does +50% damage with a 10% chance to cripple your opponent. | ||
Sturdy Frame (13) | Armour weighs 25% less. | Armour weighs 50% less. | ||
Barbarian (14) | Every point of Strength adds +2 damage resistance (maximum of 40) (not compatible with power armour). | Every point of Strength adds +3 damage resistance (maximum of 60) (not compatible with power armour). | Every point of Strength adds +4 damage resistance (maximum of 80) (not compatible with power armour). | |
Martial Artist (16) | Your melee weapons weigh 20% less and you swing them 10% faster. | Your melee weapons weigh 40% less and you swing them 20% faster. | Your melee weapons weigh 60% less and you swing them 30% faster. | |
Scattershot (18) | Shotguns now weigh 30% less and you reload them 10% faster. | |||
Expert Gladiator (20) | Your one-handed melee weapons now do +10% damage. | Your one-handed melee weapons now do +20% damage. | Your one-handed melee weapons now do +30% damage. | |
Blocker (21) | Take 15% less damage from your opponent’s melee attacks. | Take 30% less damage from your opponent’s melee attacks. | Take 45% less damage from your opponent’s melee attacks. | |
Expert Shotgunner (23) | Your shotguns now deal +10% damage. | Your shotguns now deal +20% damage. | Your shotguns now deal +30% damage. | |
Expert Slugger (24) | Your two-handed melee weapons deal 10% more damage. | Your two-handed melee weapons deal 20% more damage. | Your two-handed melee weapons deal 30% more damage. | |
Strong Back (26) | +10 carry weight. | +20 carry weight. | +30 carry weight. | Rank 4: +40 carry weight. Rank 5: +50 carry weight. |
Heavy Gunner (30) | Your non-explosive heavy guns now do +10% damage. | Your non-explosive heavy guns now do +20% damage. | Your non-explosive heavy guns now do +30% damage. | |
Ordinance Express (31) | Explosives weigh 30% less. | Explosives weigh 90% less. | Explosives weigh 90% less. | |
Incisor (34) | Your melee attacks ignore 20% of your target’s armour. | Your melee attacks ignore 40% of your target’s armour. | Your melee attacks ignore 60% of your target’s armour. | |
Bear Arms (35) | Heavy guns weigh 20% less. | Heavy guns weigh 40% less. | Heavy guns weigh 60% less. | Heavy guns weigh 80% less. |
Lock and Load (37) | Heavy guns reload 10% faster. | Heavy guns reload 20% faster. | Heavy guns reload 30% faster. | |
Bullet Shield (39) | Gain 10 damage resistance while firing a heavy gun. | Gain 20 damage resistance while firing a heavy gun. | Gain 30 damage resistance while firing a heavy gun. | Gain 40 damage resistance while firing a heavy gun. |
Expert Heavy Gunner (40) | Your non-explosive heavy guns now do +10% damage. | Your non-explosive heavy guns now do +20% damage. | Your non-explosive heavy guns now do +30% damage. | |
Pain Train (41) | Damage enemies by sprinting into them with Power Armor. | Smash enemies by sprinting into them with Power Armor. | Devastate and stagger enemies by sprinting into them with Power Armor. | |
Master Gladiator (43) | Your one-handed melee weapons now do +10% damage. | Your one-handed melee weapons now do +20% damage. | Your one-handed melee weapons now do +30% damage. | |
Master Shotgunner (45) | Your shotguns now deal +10% damage. | Your shotguns now deal +20% damage. | Your shotguns now deal +30% damage. | |
Master Slugger (48) | Your two-handed melee weapons deal 10% more damage. | Your two-handed melee weapons deal 20% more damage. | Your two-handed melee weapons deal 30% more damage. | |
Master Heavy Gunner (50) | Your non-explosive heavy guns now do +10% damage. | Your non-explosive heavy guns now do +20% damage. | Your non-explosive heavy guns now do +30% damage. |
Fallout 76 Perception perk list
Perk Name & level requirement | Rank 1 | Rank 2 | Rank 3 | Rank 4 |
---|---|---|---|---|
Concentrated Fire (2) | VATS now targets limbs. Focus fire to gain accuracy and damage per shot. | Focus fire to gain accuracy and damage per shot. | Focus fire to gain accuracy and damage per shot. | |
Butcher’s Bounty (3) | 40% chance to find extra meat when you search an animal corpse. | 60% chance to find extra meat when you search an animal corpse. | 80% chance to find extra meat when you search an animal corpse. | |
Green Thumb (4) | Reap twice as much when harvesting flora | |||
Picklock (5) | Gain +1 lockpicking skill, and the lockpicking sweet spot is 10% larger. | |||
Crack Shot (7) | All pistols now have 10% more range and accuracy when sighted. | All pistols now have 15% more range and accuracy when sighted. | All pistols now have 20% more range and accuracy when sighted. | |
Rifleman (8) | Your non-automatic rifles now do +10% damage. | Your non-automatic rifles now do +20% damage. | Your non-automatic rifles now do +30% damage. | |
Skeet Shooter (10) | Your shotguns have improved accuracy and spread. | Your shotguns have even better accuracy and spread. | Your shotguns have excellent accuracy and spread. | |
Pannapictagraphist (12) | You hear directional audio when in range of a Magazine. | |||
Exterminator (14) | Your attacks ignore 25% armour of any insect. | Your attacks ignore 50% armour of any insect. | Your attacks ignore 75% armour of any insect. | |
Commando (15) | Automatic rifles do +10% damage. | Automatic rifles do +20% damage. | Automatic rifles do +30% damage. | |
PerceptiBobble (16) | You hear directional audio when in range of a Bobblehead. | |||
Ground Pounder (18) | Automatic rifles now reload 10% faster and have better hip fire accuracy. | Automatic rifles now reload 20% faster and have even better hip fire accuracy. | Automatic rifles now reload 30% faster and have much better hip fire accuracy. | Automatic rifles now reload 40% faster and have excellent hip fire accuracy. |
Expert Picklock (19) | Gain +1 lockpicking skill, and the lockpicking sweet spot is 10% larger. | |||
Expert Rifleman (20) | Your non-automatic rifles now do +10% damage. | Your non-automatic rifles now do +20% damage. | Your non-automatic rifles now do +30% damage. | |
Fortune Finder (22) | You hear directional audio when in range of a Cap Stash. | |||
Night Person (24) | Gain +1 INT and +1 PER between the hours of 6:00pm and 6:00am. | Gain +2 INT and +2 PER between the hours of 6:00pm and 6:00am. | Gain +3 INT and +3 PER between the hours of 6:00pm and 6:00am. | |
Expert Commando (25) | Automatic rifles do +10% damage. | Automatic rifles do +20% damage. | Automatic rifles do +30% damage. | |
Awareness (27) | You can view a target’s specific damage resistances in VATS. | |||
Sniper (28) | Gain improved control and hold your breath 25% longer while aiming down scopes. Improved focus and better sighted accuracy. | Gain improved control and hold your breath 50% longer while aiming down scopes. | Gain improved control and hold your breath 75% longer while aiming down scopes. | |
Tank Killer (30) | Your rifles ignore 10% armour and have a 2% chance to stagger. | Your rifles ignore 20% armour and have a 4% chance to stagger. | Your rifles ignore 30% armour and have a 6% chance to stagger. | Your rifles ignore 40% armour and have a 8% chance to stagger. |
Refractor (32) | Gain +5 Energy Resistance. | Gain +10 Energy Resistance. | Gain +15 Energy Resistance. | Gain +20 Energy Resistance. |
Glow Sight (33) | Deal +20% to glowing enemies. | Deal +40% to glowing enemies. | Deal +60% to glowing enemies. | |
Grenadier (35) | Explosives have a 50% larger radius. | Explosives have twice as big a radius. | ||
Longshot (37) | Your rifles have 5% more range and more accuracy while sighted. | Your rifles have 10% more range and even more accuracy while sighted. | Your rifles have 15% more range and much more accuracy while sighted. | Your rifles have 20% more range and excellent accuracy while sighted. |
Fire in the Hole (38) | See a throwing arc when tossing grenades. Grenades fly 15% further. | See a throwing arc when tossing grenades. Grenades fly 30% further. | See a throwing arc when tossing grenades. Grenades fly 50% further. | |
Master Picklock (40) | Gain +1 lockpicking skill, and the lockpicking sweet spot is 10% larger. | |||
Master Rifleman (42) | Your non-automatic rifles now do +10% damage. | Your non-automatic rifles now do +20% damage. | Your non-automatic rifles now do +30% damage. | |
Master Commando (45) | Automatic rifles do +10% damage. | Automatic rifles do +20% damage. | Automatic rifles do +30% damage. | |
Night Eyes (47) | Gain night vision while sneaking between 6:00pm and 6:00am. | |||
Penetrator (50) | VATS can hit enemy body parts that are covered with reduced accuracy. | VATS can hit enemy body parts that are covered with slightly reduced accuracy. | VATS can hit enemy body parts that are covered with normal accuracy. | |
Bow Before Me | Your Bows and Crossbows ignore 12% armor and have a 3% chance to stagger. | Your Bows and Crossbows ignore 24% armor and have a 6% chance to stagger. | Your Bows and Crossbows ignore 36% armor and have a 9% chance to stagger. | |
Archer | Your Bows and Crossbows do +10% damage. | Your Bows and Crossbows do +15% damage. | Your Bows and Crossbows do +20% damage. | |
Expert Archer | Your Bows and Crossbows do +10% damage. | Your Bows and Crossbows do +15% damage. | Your Bows and Crossbows do +20% damage. |
Fallout 76 Endurance perk list
Perk Name & level requirement | Rank 1 | Rank 2 | Rank 3 | Rank 4 |
---|---|---|---|---|
Lead Belly (2) | Take 30% less radiation from eating or drinking. | Take 60% less radiation from eating or drinking. | Take zero radiation from eating or drinking. | |
Dromedary (3) | All drinks quench thirst by an additional 25%. | All drinks quench thirst by an additional 50%. | All drinks quench thirst by an additional 75%. | |
Iron Stomach (4) | Your chance to catch a disease from food is reduced by 30%. | Your chance to catch a disease from food is reduced by 60%. | Your chance to catch a disease from food is reduced by 90%. | |
Slow Metabolizer (5) | All food satisfies hunger by an additional 25%. | All food satisfies hunger by an additional 50%. | All food satisfies hunger by an additional 75%. | |
Thirst Quencher (6) | Drinking any liquid has a 30% reduced chance to cause disease. | Drinking any liquid has a 60% reduced chance to cause disease. | Drinking any liquid has a 90% reduced chance to cause disease. | |
Good Doggy (8) | Eating dog food is now three times as beneficial. | |||
Natural Resistance (10) | You are 30% less likely to catch a disease from the environment. | You are 60% less likely to catch a disease from the environment. | You are 90% less likely to catch a disease from the environment. | |
Hydro Fix (11) | Chems generate 50% less thirst. | Chems generate no thirst. | ||
Rejuvenated (12) | You gain increased benefit from being “Well Fed” or “Well Hydrated”. | You gain a much increased benefit from being “Well Fed” or “Well Hydrated”. | ||
Cola Nut (14) | Nuka-Cola products are now twice as beneficial. | Nuka-Cola products are now three times as beneficial. | ||
Vaccinated (16) | Chances of catching a disease from creatures is reduced by 30%. | Chances of catching a disease from creatures is reduced by 60%. | Chances of catching a disease from creatures is reduced by 90%. | |
Munchy Resistance (17) | Chems generate 50% less hunger. | Chems generate no hunger. | ||
Homebody (19) | Gain gradual health regeneration while in your camp or a captured workshop. | Gain improved health regeneration while in your camp or a captured workshop. | ||
Adamantium Skeleton (21) | Your limb damage is now reduced by 20%. | Your limb damage is now reduced by 40%. | Your limb damage is now reduced by 60%. | Rank 4: Your limb damage is now reduced by 80%. Rank 5: Your limb damage is now reduced by 100%. |
Solar Powered (22) | Gain +1 Strength and +1 Endurance between the hours of 6:00am and 6:00pm. | Gain +2 Strength and +2 Endurance between the hours of 6:00am and 6:00pm. | Gain +3 Strength and +3 Endurance between the hours of 6:00am and 6:00pm. | |
Chem Fiend (23) | Any chems you take last 30% longer. | Any chems you take last 60% longer. | Any chems you take last 90% longer. | |
Cannibal (25) | Eating human, ghoul, super mutant, scorched, or mole miner corpses restores health and hunger. | Eating human, ghoul, super mutant, scorched, or mole miner corpses restores more health and hunger. | Eating human, ghoul, super mutant, scorched, or mole miner corpses restores even more health and hunger. | |
Aquagirl/Aquaboy (26) | You no longer take Rad damage from swimming and can breathe underwater. | |||
Fireproof (27) | Immediately gain +20 Fire Resistance. | Immediately gain +40 Fire Resistance. | Immediately gain +60 Fire Resistance. | |
Nocturnal Fortitude (29) | Gain +20 maximum health between the hours of 6:00pm and 6:00am. | Gain +40 maximum health between the hours of 6:00pm and 6:00am. | ||
Ironclad (30) | Gain 10 damage and energy resistance while not wearing power armour. | Gain 20 damage and energy resistance while not wearing power armour. | Gain 30 damage and energy resistance while not wearing power armour. | Rank 4: Gain 40 damage and energy resistance while not wearing power armour. Rank 5: Gain 50 damage and energy resistance while not wearing power armour. |
Revenant (32) | Gain +25% damage bonus for two minutes when a player revives you. | Gain +50% damage bonus for two minutes when a player revives you. | ||
Rad Resistant (34) | Immediately gain +10 Rad Resistance. | Immediately gain +20 Rad Resistance. | Immediately gain +30 Rad Resistance. | Immediately gain +40 Rad Resistance. |
Ghoulish (36) | Radiation now regenerates some of your lost health. | Radiation now regenerates more of your lost health. | Radiation now regenerates even more of your lost health. | |
Professional Drinker (39) | There’s no chance you’ll get addicted to alcohol. | |||
All Night Long (41) | You suffer 20% less from hunger and thirst at night. | You suffer 40% less from hunger and thirst at night. | You suffer 60% less from hunger and thirst at night. | |
Chem Resistant (43) | You’re half as likely to get addicted when consuming Chems. | Gain complete immunity to addiction to Chems. | ||
Sun-Kissed (45) | Slowly regen radiation damage between the hours of 6:00am and 6:00pm. | Quickly regen radiation damage between the hours of 6:00am and 6:00pm. | ||
Photosynthetic (47) | Gain health regen between the hours of 6:00am and 6:00pm. | Gain improved health regen between the hours of 6:00am and 6:00pm. | ||
Lifegiver (50) | Gain a total of +10% to your max health. | Gain a total of +30% to your max health. | Gain a total of +45% to your max health. |
Fallout 76 Charisma perk list
Perk Name & level requirement | Rank 1 | Rank 2 | Rank 3 | Rank 4 |
---|---|---|---|---|
Inspirational (2) | When you are on a team, gain 5% more experience. | When you are on a team, gain 10% more experience. | When you are on a team, gain 15% more experience. | |
Happy Camper (3) | Hunger and thirst grow 40% more slowly when in a camp or a team workshop. | Hunger and thirst grow 80% more slowly when in a camp or a team workshop. | ||
Lone Wanderer (4) | When adventuring alone, take 10% less damage and gain 10% AP Regen. | When adventuring alone, take 20% less damage and gain 20% AP Regen. | When adventuring alone, take 30% less damage and gain 30% AP Regen. | |
Bodyguards (5) | Gain 6 damage and energy resistance (maximum 18) for each teammate excluding you. | Gain 8 damage and energy resistance (maximum 24) for each teammate excluding you. | Gain 10 damage and energy resistance (maximum 30) for each teammate excluding you. | Gain 12 damage and energy resistance (maximum 36) for each teammate excluding you. |
Hard Bargain (7) | Buying and selling prices at vendors are better. | |||
E.M.T. (9) | Players you revive come back with health regen for 15 seconds. | Players you revive come back with health regen for 30 seconds. | Players you revive come back with health regen for 60 seconds. | |
Bloodsucker (11) | Blood Packs now satisfy thirst, no longer irradiate, and heal 50% more. | Blood Packs now satisfy thirst, no longer irradiate, and heal 100% more. | Blood Packs now satisfy thirst, no longer irradiate, and heal 150% more. | |
Magnetic Personality (13) | Give 1 Charisma for each teammate excluding yourself. | Give 2 Charisma for each teammate excluding yourself. | ||
Field Surgeon (15) | Stimpaks and RadAway will now work much more quickly. | |||
Happy-Go-Lucky (17) | Your Luck is increased by 2 while under the influence of alcohol. | Your Luck is increased by 4 while under the influence of alcohol. | ||
Injector (19) | Players revived by you have +6 AP regen for 10 minutes. | Players revived by you have +12 AP regen for 10 minutes. | Players revived by you have +18 AP regen for 10 minutes. | |
Team Medic (20) | Your stimpacks now also heal nearby teammates for half their health. | Your stimpacks now also heal nearby teammates for three quarters of their health. | Your stimpacks now also heal nearby teammates for their total health. | |
Quack Surgeon (22) | Revive other players with liquor. | |||
Party Girl/ Party Boy (24) | The effects of alcohol are doubled. | The effects of alcohol are tripled. | ||
Travel Agent (26) | Pay 30% fewer caps when fast travelling. | |||
Healing Hands (28) | Players revived are cured off their Rads. | |||
Animal Friend (30) | Aim your gun at any animal below your level for a 25% chance to pacify it. | Aim your gun at any animal below your level for a 50% chance to pacify it. | Aim your gun at any animal below your level for a 75% chance to pacify it. | |
Overly Generous (32) | Rads increase your chance to inflict 25 Rads with melee attacks. | Rads increase your chance to inflict 50 Rads with melee attacks. | ||
Anti-Epidemic (34) | Disesase cures have a 50% chance to cure nearby teammates diseases. | Disesase cures have a 100% chance to cure nearby teammates diseases. | ||
Spiritual Healer (36) | You regenerate health for 5 seconds after reviving another player. | You regenerate health for 10 seconds after reviving another player. | You regenerate health for 15 seconds after reviving another player. | |
Squad Maneuvers (37) | Run 10% faster when part of a team. | Run 20% faster when part of a team. | ||
Philanthropist (39) | Restore some of your team’s hunger and thirst when you eat or drink. | Restore more of your team’s hunger and thirst when you eat or drink. | Restore much more of your team’s hunger and thirst when you eat or drink. | |
Suppressor (40) | Reduce target’s damage output by 10% for 2 seconds after you attack. | Reduce target’s damage output by 20% for 2 seconds after you attack. | Reduce target’s damage output by 30% for 2 seconds after you attack. | |
Strange in Numbers (42) | Positive mutation effects are +25% stronger if teammates are mutated too. | |||
Rad Sponge (44) | When affected by Rads, periodically heal 15 Rads on nearby teammates. | When affected by Rads, periodically heal 30 Rads on nearby teammates. | When affected by Rads, periodically heal 50 Rads on nearby teammates. | |
Tenderizer (46) | Your target receives 5% more damage for 5 seconds after you attack. | Your target receives 6% more damage for 7 seconds after you attack. | Your target receives 7% more damage for 10 seconds after you attack. | |
Friendly Fire (48) | Teammates hit by your flame weapons regen health briefly (not the Molotov cocktail) | Teammates hit by your flame weapons regen more health briefly (not the Molotov cocktail) | Teammates hit by your flame weapons regen even more health briefly (not the Molotov cocktail) | |
Wasteland Whisperer (50) | 25% pacify chance while aiming your gun at a creature below your level. | 55% pacify chance while aiming your gun at a creature below your level. | 75% pacify chance while aiming your gun at a creature below your level. |
Fallout 76 Intelligence perk list
Perk Name & level requirement | Rank 1 | Rank 2 | Rank 3 | Rank 4 |
---|---|---|---|---|
First Aid (2) | Stimpacks restore 10% more health. | Stimpacks restore 20% more health. | Stimpacks restore 30% more health. | Stimpacks restore 40% more health. |
Makeshift Warrior (3) | Your melee weapons break 30% more slowly and are cheaper to repair. | Your melee weapons break 60% more slowly and are cheaper to repair. | Your melee weapons break 90% more slowly and are cheaper to repair. | |
Hacker (4) | Gain +1 Hacking skill, and terminal lock-out is reduced. | |||
Licensed Plumber (5) | Your pipe weapons break 20% more slowly and are cheaper to repair. | Your pipe weapons break 40% more slowly and are cheaper to repair. | Your pipe weapons break 60% more slowly and are cheaper to repair. | |
Pharmacist (6) | RadAway removes 30% more radiation. | RadAway removes 60% more radiation. | RadAway removes 90% more radiation. | |
Exotic Weapons (8) | You can now craft crossbows, black powder guns, and more (plans are required). | You can now modify crossbows, black powder guns, and more (plans are required). | ||
Demolition Expert (10) | Your explosives deal +20% damage. | Your explosives deal +30% damage. | Your explosives deal +40% damage. | Rank 4: Your explosives deal +50% damage. Rank 5: Your explosives deal +60% damage. |
Scrapper (13) | Obtain more components when you scrap weapons and armour. | |||
Armorer (15) | You can now craft advanced armour mods. (Requires plans) | Crafting armour costs fewer materials. | Crafted armour has improved durability. | |
Expert Exotic Weapons (16) | You can now craft Rank 2 (plans are required). | Crafting exotic weapons costs fewer materials. | ||
Contractor (18) | Crafting workshop items now costs 25% fewer materials. | Crafting workshop items now costs 50% fewer materials. | ||
Science (20) | You can now craft energy guns (plans are required.) | You can craft Rank 1 energy gun mods (plans are required). | ||
Expert Hacker (22) | Gain +1 Hacking skill, and terminal lock-out is reduced. | |||
Gunsmith (23) | Guns break 25% more slowly and the repair cost is reduced. | Guns break 50% more slowly and the repair cost is reduced. | Guns break 75% more slowly and the repair cost is reduced. | |
Master Exotic Weapons (25) | You can now craft Rank 3 (plans are required). | Your crafted exotic weapons have improved durabiilty. | ||
Fix it Good (27) | You can repair armour and Power Armour to 130% of normal maximum condition. | You can repair armour and Power Armour to 160% of normal maximum condition. | You can repair armour and Power Armour to 200% of normal maximum condition. | |
Batteries Included (28) | Energy weapon ammo weighs 30% less. | Energy weapon ammo weighs 60% less. | Energy weapon ammo weighs 90% less. | |
Wrecking Ball (29) | +40% damage to workshop objects. | +80% damage to workshop objects. | +120% damage to workshop objects. | |
Expert Science (31) | You can craft Rank 2 energy gun mods (plans are required). | Crafting energy guns now costs fewer materials. | ||
Grease Monkey (33) | Workshop items are 30% cheaper to repair. | Workshop items are 60% cheaper to repair. | ||
Chemist (34) | You get double the quantity for crafting chems. | You get triple the quantity for crafting chems. | ||
Stabilized (36) | While wearing Power Armor, heavy guns gain more accuracy and ignore 10% armour. | While wearing Power Armor, heavy guns gain even more accuracy and ignore 20% armour. | While wearing Power Armor, heavy guns gain much better accuracy and ignore 30% armour. | While wearing Power Armor, heavy guns gain excellent accuracy and ignore 40% armour. |
Master Hacker (38) | Gain +1 hacking skill and terminal lock-out time is reduced. | |||
Weapon Artisan (40) | Repair any weapon to 130% its max condition. | Repair any weapon to 160% its max condition. | Repair any weapon to 200% its max condition. | |
Power Smith (41) | You can now craft advanced Power Armor suits (plans are required) | Crafting Power Armor costs fewer materials. | Crafted Power Armor has improved durability. | |
Science Master (43) | You can craft Rank 3 energy gun mods (plans are required). | Your crafted energy guns have increased durability. | ||
Power Patcher (44) | Your Power Armour breaks 20% more slowly and is cheaper to repair | Your Power Armour breaks 40% more slowly and is cheaper to repair | Your Power Armour breaks 60% more slowly and is cheaper to repair | |
Nerd Rage (46) | While below 20% health, gain 20 damage resistance, 10% damage dealt to enemies, and 15% AP regen. | While below 20% health, gain 30 damage resistance, 15% damage dealt to enemies, and 15% AP regen. | While below 20% health, gain 40 damage resistance, 20% damage dealt to enemies, and 15% AP regen. | |
Robotics Expert (48) | Hack an enemy robot for a 25% chance to pacify it. | Hack an enemy robot for a 50% chance to pacify it. | Hack an enemy robot for a 75% chance to pacify it. | |
Portable Power (49) | All Power Armour parts and chassis weights are reduced by 25%. | All Power Armour parts and chassis weights are reduced by 50%. | All Power Armour parts and chassis weights are reduced by 75%. | |
Power User (50) | Fusion cores last 20% longer. | Fusion cores last 40% longer. | Fusion cores last 60% longer. | Rank 4: Fusion cores last 80% longer. Rank 5: Fusion cores last 100% longer. |
Fallout 76 Agility perk list
Perk Name & level requirement | Rank 1 | Rank 2 | Rank 3 | Rank 4 |
---|---|---|---|---|
Action Boy / Action Girl (2) | Action Points regenerate 15% faster. | Action Points regenerate 30% faster. | Action Points regenerate 45% faster. | |
Born Survivor (3) | Falling below 20% health will automatically use a Stimpak | Falling below 30% health will automatically use a Stimpak | Falling below 40% health will automatically use a Stimpak | |
Thru-Hiker (3) | Food and drink weights are reduced by 30%. | Food and drink weights are reduced by 60%. | Food and drink weights are reduced by 90%. | |
Gun Runner (4) | Your running speed is increased by 10% when you have a pistol equipped. | Your running speed is increased by 20% when you have a pistol equipped. | ||
Moving Target (5) | +15 damage and energy resistance while sprinting (Not with Power armour.) | +30 damage and energy resistance while sprinting (Not with Power armour.) | +45 damage and energy resistance while sprinting (Not with Power armour.) | |
Gunslinger (6) | Your non-automatic pistols now do +10% damage. | Your non-automatic pistols now do +20% damage. | Your non-automatic pistols now do +30% damage. | |
Dead Man Sprinting (8) | Sprint 10% faster at increased AP cost when your health is below 40%. | |||
Packin’ Light (9) | Your pistols weigh 25% less. | Your pistols weigh 50% less. | Your pistols weigh 75% less. | |
Guerrilla (10) | Your automatic pistols do +10% damage. | Your automatic pistols do +15% damage. | Your automatic pistols do +20% damage. | |
Marathoner (13) | Sprinting consumes 20% fewer Action Points. | Sprinting consumes 40% fewer Action Points. | Sprinting consumes 60% fewer Action Points. | |
Ninja (15) | Your melee sneak attacks do 2.3x normal damage. | Your melee sneak attacks do 2.6x normal damage. | Your melee sneak attacks do 3x normal damage. | |
Evasive (17) | Each Agility point adds +1 damage and energy resistance (Maximum of 15). (Can’t be used with Power Armor) | Each Agility point adds +2 damage and energy resistance (Maximum of 30). (Can’t be used with Power Armor) | Each Agility point adds +3 damage and energy resistance (Maximum of 45). (Can’t be used with Power Armor) | |
Modern Renegade (18) | Gain some pistol hip fire accuracy and a 1% chance to cripple a limb. | Gain more pistol hip fire accuracy and a 2% chance to cripple a limb. | Gain even more pistol hip fire accuracy and a 3% chance to cripple a limb. | Gain excellent pistol hip fire accuracy and a 4% chance to cripple a limb. |
Sneak (20) | You are 20% harder to detect while sneaking. | You are 40% harder to detect while sneaking. | You are 60% harder to detect while sneaking. | You are 80% harder to detect while sneaking. |
Home Defense (22) | You can craft and disarm better traps and craft better turrets. (Plans required. | You can craft and disarm advanced traps and craft advanced turrets. | You can craft and disarm expert traps and craft expert turrets. | |
Expert Gunslinger (24) | Your non-automatic pistols now do +10% damage. | Your non-automatic pistols now do +15% damage. | Your non-automatic pistols now do +20% damage. | |
Expert Guerrilla (25) | Your automatic pistols do +10% damage. | Your automatic pistols do +15% damage. | Your automatic pistols do +20% damage. | |
Covert Operative (27) | Your ranged sneak attacks deal 2.15x normal damage. | Your ranged sneak attacks deal 2.3x normal damage. | Your ranged sneak attacks deal 2.5x normal damage. | |
Light Footed (29) | While sneaking, never trigger mines or floor-based traps. | |||
Enforcer Card (30) | Your shotguns gain a 5% stagger chance and a 3% chance to cripple a limb. | Your shotguns gain a 10% stagger chance and a 6% chance to cripple a limb. | Your shotguns gain a 15% stagger chance and a 9% chance to cripple a limb. | Your shotguns gain a 20% stagger chance and a 12% chance to cripple a limb. |
Goat Legs (32) | Take 40% less damage from falling. | Take 80% less damage from falling. | ||
Ammosmith (34) | Produce 30% more rounds when crafting ammo. | Produce 60% more rounds when crafting ammo. | Produce 100% more rounds when crafting ammo. | |
Escape Artist (35) | Sneak to lose enemies. Running no longer affects stealth. | |||
Mister Sandman (37) | At night, your silenced weapons do an additional 25% sneak damage. | At night, your silenced weapons do an additional 50% sneak damage. | ||
White Knight (39) | Your armor breaks 20% more slowly and is cheaper to repair. | Your armor breaks 40% more slowly and is cheaper to repair. | Your armor breaks 60% more slowly and is cheaper to repair. | |
Master Gunslinger (41) | Your non-automatic pistols now do +10% damage. | Your non-automatic pistols now do +15% damage. | Your non-automatic pistols now do +20% damage. | |
Master Guerrilla (43) | Your automatic pistols do +10% damage. | Your automatic pistols do +20% damage. | Your automatic pistols do +30% damage. | |
Dodgy (45) | Spend 30 Action Points to avoid 10% of each enemy attack. | Spend 30 Action Points to avoid 20% of each enemy attack. | Spend 30 Action Points to avoid 30% of each enemy attack. | |
Secret Agent (47) | Stealth Boys last twice as long. | Stealth Boys last three times as long. | Stealth Boys last four times as long. | |
Adrenaline (49) | Gain +6% (max 36%) damage for 30 seconds per kill. Duration refreshes with subsequent kills. | Gain +7% (max 42%) damage for 30 seconds per kill. Duration refreshes with subsequent kills. | Gain +8% (max 48%) damage for 30 seconds per kill. Duration refreshes with subsequent kills. | Rank 4: Gain +9% (max 54%) damage for 30 seconds per kill. Duration refreshes with subsequent kills. Rank 5: Gain +10% (max 60%) damage for 30 seconds per kill. Duration refreshes with subsequent kills. |
Gun Fu (50) | VATS swaps targets on kill with +10% damage. | VATS swaps targets on kill with +10% damage, then 20% damage to a second target. | VATS swaps targets on kill with +10%, 20%, and then 30% damage to three targets respectively. |
Fallout 76 Luck perk list
Perk Name & level requirement | Rank 1 | Rank 2 | Rank 3 | Rank 4 |
---|---|---|---|---|
Pharma Farma (2) | 40% chance to find extra aid chems when you search a chem container. | 60% chance to find extra aid chems when you search a chem container. | 80% chance to find extra aid chems when you search a chem container. | |
Scrounger (3) | 40% chance to find extra ammo when you search an ammunition container. | 60% chance to find extra ammo when you search an ammunition container. | 80% chance to find extra ammo when you search an ammunition container. | |
Serendipity (5) | While below 30% health, gain a 15% chance to avoid damage. | While below 35% health, gain a 30% chance to avoid damage. | While below 35% health, gain a 45% chance to avoid damage. | |
Can Do! (7) | 40% chance to find an extra canned good when you search a food container. | 60% chance to find an extra canned good when you search a food container. | 80% chance to find an extra canned good when you search a food container. | |
Good With Salt (9) | Food in your inventory will spoil 30% slower than normal. | Food in your inventory will spoil 60% slower than normal. | Food in your inventory will spoil 90% slower than normal. | |
Junk Shield (10) | Carry Junk to gain up to 10 damage and energy resistance (Doesn’t work with Power Armour) | Carry Junk to gain up to 20 damage and energy resistance (Doesn’t work with Power Armour) | Carry Junk to gain up to 30 damage and energy resistance (Doesn’t work with Power Armour) | |
Mystery Meat (12) | Stimpaks may generate edible meat tissue. Higher rads improve the chance. | Stimpaks generate edible, edible meat. Higher Rads improve the chance. | Stimpaks generate excessive, edible meat. Higher Rads improve the chance. | |
Cap Collector (15) | You have a chance to find more bottle caps when opening a caps stash. | |||
Woodchucker (17) | Collect twice as much when harvesting wood. | |||
Curator (19) | The benefits of bobbleheads and magazines last twice as long. | |||
Psychopath (21) | Every kill in VATS has a 10% chance to refill your critical meter. | Every kill in VATS has a 20% chance to refill your critical meter. | Every kill in VATS has a 30% chance to refill your critical meter. | |
Dry Nurse (23) | You have a 50% chance to keep your Stimpak when reviving another player. | |||
Lucky Break (24) | Slight chance your armour will repair itself when struck. | Chance your armour will repair itself when struck. | Chance your armour will greatly repair itself when struck. | |
Mysterious Stranger (26) | The mysterious stranger appears when using V.A.T.S. | The mysterious stranger appears often when using V.A.T.S. | The mysterious stranger appears more often when using V.A.T.S. (He knows your name!) | |
Last Laugh (27) | You drop a live grenade from your inventory when you die. | |||
Four Leaf Clover (29) | Each hit in VATS has a chance to fill your Critical meter. | Each hit in VATS has a better chance to fill your Critical meter. | Each hit in VATS has a good chance to fill your Critical meter. | |
Starched Genes (30) | Reduced chance to mutate from rads and Radaway will never cure mutations. | You will never mutate from rads and Radaway will never cure mutations. | ||
One Gun Army (31) | Heavy guns gain a 2% stagger chance and a 2% chance to cripple a limb. | Heavy guns gain a 4% stagger chance and a 4% chance to cripple a limb. | Heavy guns gain a 6% stagger chance and a 6% chance to cripple a limb. | Heavy guns gain a 8% stagger chance and a 8% chance to cripple a limb. |
Grim Reaper’s Sprint (33) | Any kill in VATS has a 15% chance to restore AP to full. | Any kill in VATS has a 25% chance to restore AP to full. | Any kill in VATS has a 35% chance to restore AP to full. | |
Storm Chaser (35) | Gain health regeneration while outside during rain or Rad Storms. | Gain high health regeneration while outside during rain or Rad Storms. | ||
Tormentor (37) | Your rifle attacks have 3% chance to cripple a limb. | Your rifle attacks have 6% chance to cripple a limb. | Your rifle attacks have 9% chance to cripple a limb. | Your rifle attacks have 12% chance to cripple a limb. |
Ricochet (38) | Gain 6% chance to deflect back some of an enemy’s ranged damage. Doesn’t apply in PVP. | Gain 12% chance to deflect back some of an enemy’s ranged damage. Doesn’t apply in PVP. | Gain 18% chance to deflect back some of an enemy’s ranged damage. Doesn’t apply in PVP. | |
Quick Hands (40) | (0) – Gain a 6% chance to instantly reload your clip when empty. | (28) – Gain a 12% chance to instantly reload your clip when empty. | (28) – Gain a 18% chance to instantly reload your clip when empty. | |
Bloody Mess (42) | 5% bonus damage. Enemies may explode into “a gory red paste”. | 10% bonus damage. Enemies may explode into “a gory red paste”. | 15% bonus damage. Enemies may explode into “a gory red paste”. | |
Critical Savvy (44) | Critical Hits now only consume 85% of your critical meter. | Critical Hits now only consume 70% of your critical meter. | Critical Hits now only consume 55% of your critical meter. | |
Class Freak (46) | The negative effects of your mutations are reduced by 25%. | The negative effects of your mutations are reduced by 50%. | The negative effects of your mutations are reduced by 75%. | |
Better Criticals (47) | VATS criticals now do +20% damage. | VATS criticals now do +30% damage. | VATS criticals now do +40% damage. | |
Mysterious Savior (49) | A mysterious saviour will occasionally appear to revive you when you are downed. | A mysterious saviour will frequently appear to revive you when you are downed. | A mysterious saviour will more frequently appear to revive you when you are downed. | |
Super Duper (50) | When crafting anything, there is 10% chance you’ll double the results. | When crafting anything, there is 20% chance you’ll double the results. | When crafting anything, there is 30% chance you’ll double the results. | When crafting anything, there is 40% chance you’ll double the results. |
When do I obtain perk card packs?
You’ll usually obtain one perk card per degree up, But there are additionally some degree ups that reward you with one thing extra coveted: perk card packs. Each different degree from 4 to 10, then for each 5 ranges you achieve, you’ll obtain a perk card pack that comes with an assortment of semi-randomised perks. Some could also be duplicates of cards that you just already personal, whereas others might not have the ability to be used instantly. You’ll additionally obtain some particular gum and a joke card.
Can I share perk card effects?
Completely, so long as you’ve got at the least three factors in charisma, with every perk card requiring you to have a complete of thrice the charisma in comparison with the cardboard’s equip price. If you happen to’ve met these two situations, then you definately’ll have the ability to share your perks effects together with your teammates.
Equipping perk cards
One different factor to notice is that the perk cards aren’t everlasting. You possibly can combine and match at any time, that means you will discover a second to swap sure perks for sure conditions. For instance, in case you have the perk card with a hacking means, swap to that construct briefly to hack the terminal or entice, then swap again when you’re performed.
Upgrading perk card rankings
Some perk cards could appear slightly under-powered at first look, But there’s a method to upgrade the general energy of these perks. Do you have to obtain a number of copies of a single kind of perk card, then you’ll be able to mix the 2 to make an upgraded model.
Word that you’ll want the very same copy of that perk card to extend the rating. For instance, in case you have two Rank 1 perk cards of the identical title, they are often upgraded to Rank 2. Nevertheless, in the event you want to upgrade the rank of that new card, you’ll must have a second copy of that very same card, that means that you could be want to mix two extra Rank 1 perk cards of that title earlier than you’ll be able to upgrade to Rank 3.
Fallout 76 guide series
That’s all the known Fallout 76 perk cards to this point, But do test again often for updates to the known record of perks as quickly as we discover them within the Wasteland replace. There’s additionally some guides for the various quests that the sport has all through the ruined world of Appalachia and what you have to craft sure weapons. But for now, do take a look at the remainder of our guides beneath:
Fallout 76 guide – Tips and tricks for getting started with Fallout 76.
Fallout 76 server status – For all the updates regarding when Fallout 76 is online or offline, head here.
Fallout 76 Bobbleheads – They’re no longer permanent. Find out more about them here.
Fallout 76 Magazines – These are also no longer permanent. Locate them here.
Fallout 76 challenges – Want to customise your character? Get more atoms by completing challenges.
Fallout 76 diseases – New to Fallout 76 are diseases. Find out how to prevent or cure them.
Fallout 76 perk cards – Perks are completely different here. Get the lowdown on how they work.
Fallout 76 Power Armor locations – Want to look like a Brotherhood of Steel member? Grab a Power Armour frame.
Fallout 76 event quests – A primer for all the event quests in Fallout 76.
Fallout 76 daily quests – How to unlock the daily quests in Fallout 76.
Fallout 76 enemies – A full list of enemies in Fallout 76 and details on variants.
Fallout 76 nukes – Deliver the nuclear payload to your enemies and scavenge for rare materials.
Fallout 76 lockpicking – Access safes and locked doors with ease.
Fallout 76 terminal hacking – Obtain secrets and disable traps by hacking terminals.
Fallout 76 character creation – Make your character as unique as possible.
Fallout 76 CAMP – Build a CAMP that others will marvel at.
Fallout 76 weapons – Make weapons and discover why you should pay attention to condition.
Fallout 76 armour – Craft armour and learn about outfits.
Fallout 76 treasure maps – Unearth valuable treasure left behind after the bombs fell.
Fallout 76 multiplayer – Join up with others to complete quests.