Fallout 76 perks

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Fallout 76 - The Best Perk Cards in FO76 - Odealo

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Fallout 76 - The Best Perk Cards in FO76 - Odealo

Find out what are the best Perk Cards for any Fallout 76 character

General information

Fallout 76 introduced a very unique and interesting character customization system. On top of the SPECIAL Points that include Strength, Perception, Endurance, Charisma, Intelligence, and Luck, players randomly draw five Perk Cards after they reach certain levels (level 4, 6, 8, 10 and then after every 5 levels gained). You can pick one of the available cards every time you level up. All the chosen cards become available for you and you can allocate them under the corresponding attribute. 

Below you will find the best Perks for each of the SPECIAL attributes listed. We have decided to include only well-rounded Perks that you can, and should, use regardless of your character build. 


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The Best Perks in Fallout 76

STRENGTH

Strength is one of the most important SPECIAL attributes in Fallout 76. The biggest concern of Fallout players is the limited carry weight that everyone has to struggle with. Strength increases your maximum carry weight, melee damage, and allows you to use a big number of useful defensive and utility Perks.

Strength Perks primary bonuses:

  1. Melee Damage
  2. Carry Weight
  3. Damage Reduction
  4. Heavy Guns/Shotguns/Explosives

The Best Strength Perks:

Barbarian Perk
Barbarian is one of the best defensive Perks for any player that decides to spend a couple points on STR and does not use a Power Armor

BlockerBlocker another amazing defensive Perk that is useful for any character regardless of the build and equipped items
Pack Rat
Pack Rat reduces the weight of all junk items allowing you to carry much more stuff
Sturdy Frame
Sturdy Frame reduces the weight of your armor
PERCEPTION
Perception

Perception is a SPECIAL attribute strongly connected to rifles and V.A.T.S targeting system. If you aren't using guns in general, you won't find much use for Perception at least for a couple of useful Perks listed below.

Perception Perks primary bonuses:

  1. Rifle/Guns Accuracy
  2. V.A.T.S Damage
  3. Lockpicking skill

The Best Perception Perks:

Awareness
Awareness is one of the best DPS-wise perks when using V.A.T.S. It lets you determine enemies weak spots

Fortune FinderFortune Finder a very useful Perk which allows you to easily locate Caps Stash
Picklock
Picklock allows you to open safes and locked doors. Extremely useful when playing solo and for players that want to fully explore Appalachia
Tank Killer
Tank Killer is one of the best Perception Perks for Riflemen. While it only benefits this type of weapon, it's truly exceptional in that
ENDURANCE
Endurance

Endurance determines your maximum Health, resistance to Radiation and mutation, and your thirst and hunger in general. It is one of the least popular SPECIAL attributes in Fallout 76 as it only benefits very niche builds and specific types of playstyle. There are a couple of useful Perks though which we recommend getting regardless of your character's statistics.

Perception Perks primary bonuses:

  1. Health
  2. Health Regeneration
  3. Radiation and damage resistance
  4. Thirst and Hunger
  5. Effect of Food/Drinks and Chems

The Best Endurance Perks:

Adamantium Skeleton
Adamantium Skeleton which makes you ignore limb damage completely. Extremely useful but it does not work with Power Armors

HomebodyHomebody grants you Health Regeneration while in your camp or workshop. It lets you easily regenerate life without spending excessive stimpacks and food
Revenant
Revenant grants one of the highest DPS bonuses out of all Perks. It's obviously recommended for team players only
Ironclad
Ironclad the best damage and energy resistance Perk for anyone not using a Power Armor


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CHARISMA
Charisma

Charisma is one of the most important Perks in Fallout 76. While it was a very niche attribute in previous Fallout games, for an MMORPG this is just natural that interaction with other players is essential. High Charisma allows you to share a selected Perk with your party members, and grant very high bonuses when playing in a team. Also, most of the team bonuses that Charisma Perks grant, are active even if you are far away from your teammates. You can simply invite random people that are playing on the same world and you will gain all the benefits as if you were actually teamed up.

Charisma Perks primary bonuses:

  1. Team bonuses
  2. Reviving and healing
  3. Experience gained
  4. Vendor prices

The Best Charisma Perks:

Bodyguards
Bodyguards which grants a high defensive bonus for each of your teammates

Magnetic PersonalityMagnetic Personality is one of the most important Charisma Perks in the game. While playing in a team it basically lets you use additional Charisma Perk for free
Squad Maneuver
Squad Maneuver grants you increased run speed while playing in a team
Suppressor
Suppressor which is a very useful Perk, both while being a member of a team and playing solo
INTELLIGENCE
Intelligence

Intelligence is another very important SPECIAL attribute. Even if you plan to build a brutal Melee Character, you will need to spend at least a few points in Intelligence. Intelligence is important for Power Armor users, crafters, enhances your healing and allows hacking terminals. 

Intelligence Perks primary bonuses:

  1. Power Armors
  2. Crafting
  3. Healing
  4. Hacking

The Best Intelligence Perks:

Hacker
Hacker allows you to hack terminals. It will help you enter locked out areas and open locked containers and safes. Also, successfully hacking a terminal grants experience points

First AidFirst Aid increases the amount of Health restored by stimpacks. And everyone uses them regardless of your build
Nerd Rage!
Nerd Rage! is a very useful Perk which grants amazing bonuses to your damage, damage reduction, and AP regeneration while you are low on Life
Scrapper
Scrapper is one of the best Perks for Looters, Scavengers, and Crafters. It grants you an insane amount of additional crafting materials and costs only 1 Point on INT
AGILITY
Agility

Agility is related to your Action Points and their regeneration rate. This means it's very important for versatile Melee characters that need to sprint in order to engage their targets as soon as possible, as well as Snipers and Riflemen that utilize V.A.T.S. Regardless of your build, you should always get a few points in Agility to get the Action Boy/Girl Perk which increases your AP regeneration

Agility Perks primary bonuses:

  1. Action Points
  2. V.A.T.S
  3. Damage
  4. Damage mitigation

The Best Agility Perks:

Action Boy
Action Boy/Girl is one of the most essential Perks in Fallout 76. The number of available Action Points determines what actions you can take in combat

AdrenalineAdrenaline greatly increases your damage (by up to a total of 60%) for every consecutive kill
Perk
Evasive is one of the best defensive Perks in the Agility "tree" as long as you are not using Power Armors
Perk
Ammosmith extremely useful Perk. It can either help you maintain your ammunition or earn you a lot of money by selling excessive rounds
LUCK
Luck

Luck is another important SPECIAL attribute in FO76. It has a very high impact on nearly all aspects of your character regardless of your build. It can either increase your DPS, crafting results, save your Life or add a little twist to your adventure. It's also best to invest some Points in Luck if you want to earn more Caps while on your adventure.

Luck Perks primary bonuses:

  1. Damage
  2. Crafting Results
  3. Damage reduction

The Best Luck Perks:

Serendipity
Serendipity grants you a very high chance to ignore incoming damage while below 30% Health

Starched GenesStarched Genes is a very useful end-game Perk. Mutations can have very powerful effects on your character, and only with Rank 2 Starched Genes, you are certain you will not have them removed
Super Duper
Super Duper is another extremely useful Perk related to crafting. It grants you a chance to double your crafting outcome
Mysterious Saviour
Mysterious Saviour is a great way to cheat your death while playing solo. Mysterious Saviour will occasionally appear and revive you


On Odealo multiple sellers compete for your attention. You are guaranteed to find Fallout 76 Caps and Items at the best prices.

 

If you have any suggestions related to this article or you think we should add different Perks in specific categories, let us know in the comments below.

Pictures used in this article are the intellectual property of Bethseda Softworks LLC.

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Fallout 76 Perk Cards

Use our Fallout 76 Perks Database to browse all Perk Cards from Fallout 76. You can filter the Perks by S.P.E.C.I.A.L. attribute, name or description to find the cards you’re looking for.

What are Perks in Fallout 76?

Perk Cards are your skills or abilities in Fallout 76. Every available card in the game belongs to one of the seven S.P.E.C.I.A.L. attributes (Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck) and provides you with a matching skill.

The Perk Card Can Do! (Luck) e.g. gives you a higher chance to find an extra canned good when you search a food container and with the perk card Marathoner (Agility) sprinting consumes fewer Action Points.

Related: In our Fallout 76 Builds Directory you can filter by Perk Card, to only check builds with your favorite Perk.

How do I get Perk Cards?

There are different ways to get perk cards. With each level up (up to level 50) you can spend a S.P.E.C.I.A.L. point AND choose a new perk card. Every other level (between level 4 and 10) you additionally get a perk card pack. Each pack contains four random perk cards, a gum and a joke. Starting at level 10 you get a pack every fifth level.

Good to know: Bethesda has confirmed that you can get perk card packs solely by leveling (and not by microtransaction).

Related: With our Fallout 76 Build Planner you can work out your Fallout 76 character – all perk cards are available there, too

How do I use Perk Cards in Fallout 76?

How many Perks or which Perk Cards you can use in your build depends on how many points you’ve distributed in the S.P.E.C.I.A.L. attributes because using Perk Cards in your build costs points. How many points you need for a card is shown in the top left corner of the card.

This limits how many perk cards you can use in one attribute. Maybe you spent three points in Agility – then you could use e.g. the card Goat Legs on Rank 2 (costs 2 points) and the card Marathoner on Rank 1 (costs 1 point).

Good to know: Whereas you can’t change your S.P.E.C.I.A.L points distribution, you can switch perk cards anytime. This can be necessary e.g. when you got a new perk card that fits your build better or you want to change your play style (for example when you’re not playing solo anymore but joined a group).

Not every perk card you got can be used immediately. Some of them have a level requirement. E.g. Good Doggy can be used when you reached level 8.

How can I rank up Perk Cards?

Many of the perk cards in Fallout 76 have several ranks and are getting more powerful accordingly. You can rank up these cards by joining duplicates. But not only the power, the costs are increasing, too, when you decide to join two cards. E.g. the card Gladiator requires 1 point in Strength on Rank 1. On Rank 2 you need 2 points and on Rankd 3 finally 3 points you need to spend in Strength.

Sharing perk cards with the group

When you’re playing in a group, it’s possible to share perk cards with your fellow group members so that all can benefit from the bonuses. But it’s necessary that you have invested at least three times as much points in Charimas than the card is costing.

Fallout 76 Perks
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The best Fallout 76 perk cards for the best Fallout 76 builds

Using the best Fallout 76 perk cards for your playstyle will help you with the best Fallout 76 builds. These cards add buffs and abilities, stacking and leveling up to  boost attributes like strength, perception, ability and all the usual Fallout SPECIAL traits. Depending on what you decide to use you can favor weapon types, play styles and even build a class of sorts. 

It's a hugely versatile system, with no classes and you can swap cards in and out whenever you fancy, tuning your character for different situations pretty much on the fly. There's nothing stopping swapping out all the damage cards for stealth and lock picking if you want to flip a tank build to stealth mid-mission. There's even cards that favor playing solo or in a team that can engineer damage and XP boosts if you micromanaging your set up as you play.  

Coming up we breakdown the best Fallout 76 perk cards, which ones to use and when. We've also a few ideas for class based builds if you really want to 

There are a lot of these cards to unlock as you level up and earn packs, from which you choose an option. There’s an element of randomisation to these, and some cards are locked to specific levels, so I’m not going to go through all of them. Instead I’m just going to focus on the first few you can get in the initial hours of the Fallout 76 beta, and the best ways to use them. 

How do Fallout 76 perks and S.P.E.C.I.A.L. cards work?  

Each time you level up in Fallout 76 you’re able to choose a card from your deck and assign it to a S.P.E.C.I.A.L. attribute, boosting that characteristic and unlocking the card’s effects. You’ll also receive packs of cards at certain intervals to expand your collection (levels 2, 3, 4, 5 and then every 5 after that).  

Each card has a point value, and you can equip as many as you like in a given attribute as long as you don’t exceed the point value you have for that characteristic. So, for example, if you have a Strength of 3, you can equip three one point cards, a one and two, or a single three point card. 

What S.P.E.C.I.A.L. cards are there in Fallout 76?  

There are a lot, okay. As mentioned, you’ll get packs of cards at set points in the game to build out your deck, specifically at levels 2, 3, 4, 5, and then every 5 after that. Using these you can then add the perks you like to your character and build out the attributes and skills you want. 

These are the initial cards you’ll get over the first five levels or so, which should be a good foundation to get you started: 

Strength

  • Gladiator - One handed melee weapons deal 10% more damage (lvl 2)
  • Traveling Pharmacy - Weights of all chems (including Stimpaks) are reduced by 30% (lvl 3)
  • Iron Fist - Your punching attacks deal 10% more damage (lvl 5)
  • Slugger - Your two-handed melee weapons deal 10% more damage (lvl 6)

Perception

  • Concentrated Fire - V.A.T.S. now targets limbs. Focus fire to gain accuracy and damage per shot. (lvl 2)
  • Butcher Bounty - 40% chance to find extra meat when you search an animal (lvl 3)
  • Green Thumb - Reap twice as much when harvesting flora (lvl 4)
  • Picklock - Gain +1 lockpicking skill, and the lockpicking sweet spot is 10% larger (lvl 5)

Endurance

  • Lead Belly - You take 30% less radiation from eating or drinking (lvl 2)
  • Dromedary - All drinks quench thirst by an additional 25% (lvl 3)
  • Iron Stomach - Your chance to catch a disease from food is reduced by 30% (lvl 4)
  • Slow Metabolizer - All food satisfies hunger by an additional 25% (lvl 5)
  • Thirst Quencher - Drinking any liquid has a 30% reduced chance to cause disease (lvl 6)

Charisma

  • Inspirational - When you are on a team, gain 5% more XP (lvl 2)
  • Happy Camper - Hunger and thirst grow 40% more slowly when in camp or in a team workshop (lvl 3)
  • Lone Wanderer - When adventuring alone, take 10% less damage and gain 10% AP regen (lvl 4)
  • Bodyguards - Gain 6 damage and energy resistance (max 18) for each teammate, excluding you (lvl 6)

Intelligence

  • First Aid - Stimpaks restore 15% more lost health (lvl 2) 
  • Makeshift Warrior - Your melee weapons break 30% more slowly and are cheaper to repair (lvl 3)
  • Hacker - Gain +1 hacking skill and terminal lock-out time is reduced (lvl 4)
  • Licensed Plumber - Your pipe weapons break 30% more slowly and are cheaper to repair (lvl 5)

Agility

  • Action Boy/Girl - Action points regenerate 15% faster (lvl 2)
  • Born Survivor - When you fall below 20% health, you will automatically use a Stimpak, once every 20 seconds (lvl 3)
  • Gun Runner - Your running speed is increased when you have a pistol equipped (lvl 4)
  • Moving Target - Gain +15% damage and energy resistance while sprinting. (No Power Armor.) (lvl 6)
  • Thru-Hiker - Food and drink weights are reduced by 30% (lvl 7)

Luck

  • Pharma Farma - 40% chance to find extra first aid chems when you search a chem container (lvl 2)
  • Scrounger - 40% chance to find extra ammo when you search an ammo container (lvl 3)
  • Serendipity - While below 30% health, gain a 15% chance to avoid damage (lvl 5)
  • Can Do - 40% chance to find an extra canned good when you search a food container (lvl 7)

The best Fallout 76 perks for single player 

If you’re playing on your own then you really need to boost your survival in combat and ability to manage multiple enemies single-handedly. To that end the combo of Concentrated Fire to let you target limbs in V.A.T.S. and Action Boy/Girl to boost Action Point regen should make kneecapping Scorchers easier. Lone Wanderer, Moving Target, and Serendipity meanwhile will help you take less damage, and Born Survivor will keep you alive if your health drops too low. 

Perception

  • Concentrated Fire - V.A.T.S. now targets limbs. Focus fire to gain accuracy and damage per shot (lvl 2)

Charisma

  • Lone Wanderer - When adventuring alone, take 10% less damage and gain 10% AP regen (lvl 4)

Intelligence

  • First Aid - Stimpaks restore 15% more lost health (lvl 2) 

Agility

  • Action Boy/Girl - Action points regenerate 15% faster (lvl 2)
  • Born Survivor - When you fall below 20% health, you will automatically use a Stimpak, once every 20 seconds (lvl 3)
  • Moving Target - Gain +15% damage and energy resistance while sprinting. (No Power Armor.) (lvl 6)

Luck

  • Serendipity - While below 30% health, gain a 15% chance to avoid damage (lvl 5)

The best Fallout 76 perks for multiplayer 

There are two main cards you want to equip if you’re planning on playing with friends, and they’re Inspiration and Bodyguards. The first boosts your XP gains, while the second boosts your damage. It’s basically a waste to not equip these while playing co-op. 

Charisma

  • Inspirational - When you are on a team, gain 5% more XP (lvl 2)
  • Bodyguards - Gain 6 damage and energy resistance (max 18) for each teammate, excluding you (lvl 6)

The best Fallout 76 perks for an assault class

If you just want to hurt things, you really want to maximise damage, mobility, and weapon durability (because you’ll be using them more). The Strength cards will boost whatever melee preference you have - handy as, so far, enemies really like getting in close. Some Intelligence options will help you keep your weapons in good condition, and Gun Runner will let you move faster if you’re using a pistol.   

Strength

  • Gladiator - One handed melee weapons deal 10% more damage (lvl 2)
  • Iron Fist - Your punching attacks deal 10% more damage (lvl 5)
  • Slugger - Your two-handed melee weapons deal 10% more damage (lvl 6)

Intelligence

  • Makeshift Warrior - Your melee weapons break 30% more slowly and are cheaper to repair (lvl 3)
  • Licensed Plumber - Your pipe weapons break 30% more slowly and are cheaper to repair (lvl 5)

Agility

  • Gun Runner - Your running speed is increased when you have a pistol equipped (lvl 4)

The best Fallout 76 perks for a stealth class

There aren’t a great set of options for stealth early on in Fallout 76, which isn’t really surprising in its online world. However, if you grab Picklock and Hacker you should have some non-combat options, letting you open up as many chances to be sneaky as possible.

Perception

  • Picklock - Gain +1 lockpicking skill, and the lockpicking sweet spot is 10% larger (lvl 5)
  • Hacker - Gain +1 hacking skill and terminal lock-out time is reduced (lvl 4)

The best Fallout 76 perks for survival 

There are plenty of options to boost your chances of staying alive in Fallout 76. I wonder why - it’s almost as if not dying in an irradiated wasteland full of killer mutants was hard or something… Anyway, this selection of cards will help you find more food, water and chems, carry them, get more from using them, and enjoy the benefits longer. 

Perception

  • Butcher Bounty - 40% chance to find extra meat when you search an animal (lvl 3)
  • Green Thumb - Reap twice as much when harvesting flora (lvl 4)

Endurance

  • Lead Belly - You take 30% less radiation from eating or drinking (lvl 2)
  • Dromedary - All drinks quench thirst by an additional 25% (lvl 3)
  • Iron Stomach - Your chance to catch a disease from food is reduced by 30% (lvl 4)
  • Slow Metabolizer - All food satisfies hunger by an additional 25% (lvl 5)
  • Thirst Quencher - Drinking any liquid has a 30% reduced chance to cause disease (lvl 6)

Charisma

  • Happy Camper - Hunger and thirst grow 40% more slowly when in camp or in a team workshop (lvl 3)

Agility

  • Thru-Hiker - Food and drink weights are reduced by 30% (lvl 7)

Luck

  • Pharma Farma - 40% chance to find extra first aid chems when you search a chem container (lvl 2)
  • Scrounger - 40% chance to find extra ammo when you search an ammo container (lvl 3)
  • Can Do - 40% chance to find an extra canned good when you search a food container (lvl 7)

Fallout 76 power armor | Fallout 76 patch notes  | Fallout 76 vending machines | Fallout 76 mutations | Fallout 76 mothman | Fallout 76 tips | Fallout 76 CAMP tips | Can you play Fallout 76 single player | How to build the best Fallout 76 CAMP | Fallout 76 map | How to get Two Shot Explosive guns in Fallout 76

In former lives Leon's been a scientist, a musician and teacher, stints that included a shoe full of liquid nitrogen, a small tour of Germany and oh GOD so much marking.
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Fallout 76: The Best Perk Cards For Crafting

Crafting is an essential part of survival in Fallout 76. Shortly after taking their first steps out of Vault 76, players must learn the basic rules of crafting as they make themselves a weapon and armor. As players traverse Fallout 76's wasteland, they come across plans to help increase their crafting capabilities.

RELATED: Fallout 76: How To Get Legendary Cores

Soon, they find themselves knowing how to craft high-grade armor and powerful weapons. The downside to having all this knowledge is that players need specific perk cards to build these weapons and armor. While traversing the wasteland, players should be mindful of the perk cards they choose if they want to become a crafting king.

10 Contractor

Contracting can be expensive and time-consuming. Building the right base can leave players with very few materials to craft their weapons or armor. However, layers won't have to worry about running out of materials when crafting their base with the Contractor perk.

When maxed out, this perk drops the material cost of all workshop items by 50%. This is great for items like turrets that require a lot of different materials.

9 Home Defense

The C.A.M.P is an essential part of surviving in Fallout 76. From the beginning of the game, players get access to the C.A.M.P device to build their own base out in the wasteland. Anyone who has played the game knows that once a C.A.M.P is built, it can be destroyed.

That's why the Home Defense perk is important for crafting. This perk allows players to build expert-level turrets and traps when it is fully upgraded, adding defense to the base.

8 Chemist

Chems can be important to a player surviving in the wasteland. Some increase attack damage, while others increase a player's damage resistance. There is a long list of hems that players can find and craft, and many players have taken to crafting these chems and selling them at their camps.

With the Chemist perk, players get double the number of chems when they craft them. This perk is amazing to use with Super-Duper, and can get players a ton of whatever chem they craft.

7 Power Patcher

Power armor is a standard for many players and comes with a variety of bonuses. It gives players immunity to fall damage and limb damage, and increases maximum carry weight. These benefits come from just the chassis. With additional armor, players can gain amazing damage and energy resistance.

RELATED: Fallout 76: Where Is Minerva? (New Gold Bullion Vendor)

Wouldn't it be nice if these pieces also had better durability? That's where the Power Patcher perk comes in. With this perk, equipped power armor loses its durability at a 60% slower rate. It also makes power armor cheaper to repair.

6 Armorer

Armor the most essential item needed to avoid taking a ton of damage, and the Armorer perk is amazing for those players who find themselves always getting in harm's way. Each level has a different effect:

  • At level one, this perk card allows players to craft advanced armor mods.
  • At level two, crafting armor will require fewer materials.
  • At level three, all armor crafted by the player will have increased durability.

Of course, repairing armor is a different story, and will require an entirely different perk card.

5 Makeshift Warrior

Players who are going for a melee build will benefit from the Makeshift Warrior perk, which actually has two effects. The first effect slows the rate at whichmelee weapons break by up to 50%. This is incredibly useful when wandering the wasteland, as without it, melee weapons break quickly and need repairing often.

Secondly, this perk allows players to craft better melee weapons and craft better mods. This will help players deal more damage with their enhanced melee capabilities.

4 Gunsmith

Similar to Makeshift Warrior, the Gunsmith perk slows the rate at which guns break by 50%. This is especially great for automatic weapons, which lose their durability rapidly.

Just like Makeshift Warrior allows players to craft better melee weapons, this perk allows them to craft better guns and mods. This is often more useful than Makeshift Warrior, since it seems more players have a tendency to choose guns instead of melee weapons.

3 Weapon Artisan

While it is important to be able to craft weapons that are powerful and all modded out, it is also important to keep those weapons maintained. Some players might choose not to craft their weapons and let the RNG gods hand them something good.

RELATED: Fallout 76: How To Get & Use The Power Armor Station Plans

No matter where a weapon comes from, though, it will eventually break and need repairing. The Weapon Artisan perk allows players to repair any weapon up with up to 200% durability. Even players who aren't using perks like Makeshift Warrior or Gunsmith won't need to worry about durability.

2 Fix-It Good

It's already been established that armor is important for anyone looking to survive in the wastelands of Appalachia. Like weapons, armor's durability will degrade over time. It is important to craft good armor, but it is more important to maintain this armor for future use.

The Fix-It Good perk allows players to repair their armor and power armor up to 200% durability. This perk is important for the average adventurer, as well as those who prefer the benefits of power armor.

1 Super-Duper

Super-Duper is an absolute necessary perk for anyone who is looking to craft items (especially chems and ammo). This perk gives the player a chance to get double of anything they craft, and it works with everything including weapons, armor, and even food.

Using this perk when crafting ammo can get a player a ton of extra bullets for their weapons. When maxed out, the chance of getting double the crafted item is 30%. That doesn't sound like much on the surface, but it seems to activate more often than players would expect.

MORE: Fallout 76: How To Increase Reputation With Foundation And Crater

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About The Author
Aden Carter (220 Articles Published)

Aden Carter loves all things involving video games and pop culture. He is a gamer at heart who volunteered at Impulse Gamer writing reviews before finding work at Valnet, inc. Carter enjoys everything from puzzle platformers to high action shooters, ultimately loves a good RPG. In recent years he received his bachelor's degree in creative writing from Full Sail University in Winter Park, Florida.

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Fallout 76: 15 Perks You Need To Get

Nearly everyone has played an RPG (role-playing game) where they needed to add points to attributes; certain play styles require points in different areas. For example, Melee fighters need to put points in strength whilst stealth players may place points in agility. Fallout 76 isn't any different, however, the game takes it a step further by allowing players to choose perks.

RELATED: Fallout 76: The Best Melee Weapons

Perks are passive improvements or attributes to a player that can assist in their gameplay. This can range from taking less damage, quicker regeneration, or boosting your experience points. Depending on how you want to play the game will depend on which perks you select. However, there will habitually be a select few perks that are always handy to have.

So pack the stimpacks and grab your shotguns as you exit the vault — get ready to explore some of the best perks available in Fallout 76.

Updated on September 8, 2021, by Jeff Drake: Picking the right perks in the main Fallout games is crucial, and in this regard Fallout 76 is no different. Choosing the wrong perks for your character's build can make the game more unnecessarily difficult than it needs to be - which will diminish the fun factor of the game. There are a ton of perks in Fallout 76. Some are broadly useful. Some are very "niche", and have limited uses outside a set number of situations. This update has added additional perks that are useful regardless of a character's build. You might notice this list doesn't include any of the legendary perks. That's because those would obviously dominate this list, and are best left for separated.

15 Aquaboy/Aquagirl

In the Fallout games - at least since Fallout 3 - exploring the depths of a body of water can be both useful and profitable. The Aquaboy/Aquagirl perk negates the damage from radiation while swimming. More importantly, your character can breathe underwater. This allows you to take your time and explore every nook and cranny below the surface. Sure, you could just look up the underwater locations online, but where's the fun in that?

Being able to go underwater and stay there indefinitely is also a tremendous strategic advantage - especially if your enemy can't. At the very least you can retreat to a body of water and use it to escape, or move along the shore and resurface away from an enemy for a second chance at an encounter.

14 Bloody Mess

The Fallout games have always been about exploration; though when exploring a post-apocalyptic wasteland you should be prepared to have to defend yourself. One key to surviving is the ability to deal a lot of damage to your enemies. The Bloody Mess perk increases the overall damage you do. At the first rank, you do 5 percent more damage, at the second rank 10 percent, and at rank three you do 15 percent more damage.

Most perks that increase damage do so for a set group of weapons; like the Master Guerrilla perk for automatic pistols. Bloody Mess affects all your attacks regardless of what weapon you are using - except thrown weapons and bashing with your weapon (for some reason). Plus, this perk can make non-robotic enemies explode when you kill them.

13 Adrenaline

This is a great perk on its own, but when combined with perks like Bloody Mess it can be borderline overpowered. At the first rank, this perk increases damage by 6 percent for 30 seconds after killing an enemy. This effect is cumulative and has a maximum bonus of 36 percent. It gets even better - each kill resets the 30 second time limit.

This perk has five ranks; at rank five the bonus damage is increased to 10 percent (60 percent maximum). When combined with a few other perks you can quickly have your character doing double damage. This makes fights much easier and quicker affairs, which helps you conserve your stimpacks.

12 Pack Rat

There are so many shiny objects in the wasteland that you cannot help but pick them all up. You can scan everything from junk items to weapons for components. After ransacking a location, you select 'fast travel' to warp back to camp. It's then that you see the word that every vault dweller hates: “over-encumbered.” This is where the pack rat perk comes into play.

RELATED: Fallout 76: The Best & Worst Things About The Wastelanders Update

A Strength perk unlocked at level seven with three tiers of upgrade, it will reduce the weight of your junk by 25 percent, 50 percent, then 75 percent. As you progress through the higher levels of gameplay, and the demand for parts grows, this perk is great for squeezing in that extra bit.

Please note that this is only for junk on your person — NOT in your stash.

11 Action Boy-Action Girl

Action points (or AP) in Fallout 76 is an important bar to keep in mind when venturing through the desolation. Strategic moves cost AP: from entering VATS (even if there are no enemies around) to jumping, and most importantly, legging it from a charging Deathclaw.

Action Boy-Action Girl is a level two-tiered Agility perk and allows the recipient to generate AP faster. Each tier will increase the refresh rate of AP from 15 percent up to 45 percent. A nice tactic to use when outrunning mobs is to leg it. Using the obstacles like cars and high ground, resting for a few seconds, and then continuing to run for your life is your best bet.

10 Shotgunner

If you’re not rocking a shotgun in the wasteland, you're setting yourself up for failure. A lot of enemies in Fallout 76 have a tendency to close the gap and engage in close-quarters combat. Low in range but packing a lot of punch, shotguns coupled with VATS is a sure way to make your enemies explode into a fine pink mist of blood and sinew.

Shotgunner is a tiered Strength perk attained at level three, which increases the damage output of your shotguns by 10 percent, 15 percent, and 20 percent, respectively. Later in the game, you will also have the chance to obtain the expert shotgunner perk which increases the damage even further. When the enemy is close enough to engage with shotguns; you want every single bit of damage to count!

9 Picklock

You see it: a metal cage with a workshop around it kitted out with all sorts of valuable junk components. You continue to survey it and see a full suit of shiny T-60 power armor racked up at the power armor station. All that’s stopping you is that door and a requirement of one lockpicking skill that you don’t have.

Picklock is a perception skill attained at level five, which gives the player one skill in lockpicking. When this happens, your levels fly by, and you will get the option to specialize in expert (or master) lockpicking, raising your abilities to gain even more shiny objects.

8 Hacker/Expert Hacker/Master Hacker

The scenario given in the above Picklock entry about needing to get through a barrier to get to some loot is just as relevant to this entry. Why? Sometimes that door, or safe, isn't opened via lock-picking but must be opened via a terminal. Hacking in Fallout 76 works a little differently than in other Fallout games; terminals have a skill level that ranges from 0 to 3.

RELATED: Fallout 76: The Best Sniper Rifles

This perk allows you to hack terminals with a skill level of 1 and negates the lockout penalty for a failed hacking attempt. When combined with the Expert Hacker and Master Hacker perks you can hack terminals with a skill level of 2 and 3.

7 Lead Belly

Fallout 76 is a survival game where you have to pay attention to your food and water consumption. You're parched with thirst and that dirty water looks mighty refreshing. You take a sip and instantly turn green due to radiation. That’s because 95 percent of things that give you sustenance have been touched by radiation.

Enter the Lead Belly perk: This Endurance perk is attained at level two with three tiers to acquire. It allows the player to take 30 percent less radiation when eating and drinking, rising to 60 percent, then no radiation with the final tier. This reduces the care you need to take when thinking about food. More importantly, this is a reminder not to drink the river water. You'll most likely catch a disease.

6 Lone Wanderer

Although Fallout 76 gears itself to team play with your friends or other random wastelanders, sometimes you just want to explore the nuclear outdoors on your own.

Lone Wanderer is a Charisma perk that you can get at level four. A tiered perk, it allows the player to take 10 percent less damage and gain 10 percent faster AP regeneration. This eventually scales to 15 percent and 20 percent, to 20 percent and 30 percent. This will increase your survivability in the wilds when traveling on that dusty road alone - just remember to replace it with the Inspirational Perk when you party up.

5 Fix It Good

Armor is there to take a battering; to protect you from ghouls feasting on your face or rounds finding their mark on your persons. Equipped items in Fallout 76 have a durability scale, which plays a big part in equipment as once broken it stops functioning.

RELATED: Fallout 76 Best Feral Ghoul Locations

Fix it Good is a tiered Intelligence Perk attained at level 27 which over repairs your armor - including power armor. At the start, it will allow you to repair your armor to 130 percent of the normal maximum condition, scaling up to 160 percent, then 200 percent. This perk will allow you to focus more on exploring the wastelands rather than spending your sweet caps on expensive components to repair items.

4 Covert Operative

If the sneak game is your gaming playstyle, then Covert Operative is your perk. There is nothing more satisfying than crouching behind cover, waiting for that opportunity to strike with a devastating headshot with that sweet critical sneak damage.

Covert Operative is a tiered Agility perk open to players at level 27, allowing your sneak attacks to deal 2.15 percent normal damage. Scaling to 2.3 percent and finally 2.5 percent, it is an easy way to dispatch stationary or sentry-type enemies. For those harder higher-level enemies, the best way to employ this perk is by using a heavy-hitting weapon, such as a decked-out hunting rifle or revolver for that critical strike, then finishing them off with a high DPS (damage per sec) weapon.

3 First Aid

It is a given that you will get hurt out there in the harsh nuclear wilderness. Bites and bullets hurt a lot and you need to make sure you don’t succumb to death. Stimpacks aren’t common in the wasteland so players have to exercise some discretion when using multiple at once.

The First Aid perk is a tiered Intelligence perk available at level two, which gives stimpacks (normal and diluted) a bit more juice when used (15 percent to be exact). Scaling up to 30 percent to 45 percent, the First Aid perk is a must for those heavy firefights where the hurt comes naturally.

2 Bodyguards

As mentioned previously, Fallout 76 heavily emphasizes company during your adventures in the nuclear landscape and rewards it quite well as teamwork makes the dream work.

RELATED: Fallout 76: Where To Get Fusion Cores

Bodyguards is a four-tier Charisma perk available at level five, which allows the player to gain six damage and energy resist per player (excluding yourself). Scaling to eight, 10, then 12 resist, this perk takes the sting off big blows that your party may face, increasing survivability to take down the enemy. Just make sure you're prepared when engaging scorchbeasts.

1 Inspirational

Every enemy you kill, every quest you complete, and every item you craft grants you experience points (XP). XP runs the game, granting you higher levels and opening additional perks and abilities for you to use. However, the grind to level up is a long and tough one. If you have partied up with a friend or a bunch of mates, the Inspiration perk is a must-have.

Inspiration is a tiered Charisma perk available at level two where it will grant the player 5 percent more XP than normal (as long as they are partied). Scaling to 10 percent and finally 15 percent, this perk is sure to cut some time out of attaining those high levels.

NEXT: Fallout 76: The Best CAMP Locations

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Newton Thaiposri (10 Articles Published)

A native to drop bear capital of the world Australia; Newton is a full time IT Professional and also works in the military in his non existent spare time. His passion for gaming goes back unto the days of Alex the Kid on Sega Master System where blowing dust out of a cartridge was a necessity and when Australian Youths learn their first swear words. > Other hobbies include Cosplay, Prop building, Photography, Fitness and Motorbikes just to name a few. > If you look and listen carefully, you can see him lurking around the interwebs, creating content for amazing talent such as Boneyard Arcade or streaming indie games for the lolz with his friends. > Always up for making friends; if you have some great ideas or want to collaborate feel free to throw him a line on one of his many social accounts! > IG: @RiotArms Twitter: @RiotArms

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Best \u0026 Worst Legendary Perks for SPECIAL Loadouts - Fallout 76 Steel Dawn

Fallout 76 perk cards: all the perks, how to upgrade them

One of the more drastic changes in Fallout 76 is in it's revamp of how perks work. Instead of choosing one permanent skill at every level, you get perk cards that can be equipped at any time, upgraded to increase their effectiveness, and even shared with your buddies at any point provided you have the Charisma. There are a ton of these in the game, some requiring an increase in rank to get more out of them.

Fallout 76 perk cards guide

This Fallout 76 perk cards guide will have more on exactly how to obtain them and what you need to do to upgrade them, along with the full list of all the perk cards and their subsequent effects by rank.

Those looking for a beginner's guide to get started with the Fallout 76 should have a look at our Fallout 76 guide. This is perhaps the biggest change with how Fallout 76 plays compared to previous Fallout games, so we'll now go into just want the cards do and how to obtain them.

What are perk cards in Fallout 76?

Much like all the other Fallout games, the chief stats of Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck, are all the major stats that govern how your individual perks work. This time, you begin with 1 point in each, rather than create your own character with a certain build. Whenever you level up, you'll be able to rank up a single stat by one, to a maximum of 15. Points are no longer obtained once you reach level 50, so spend the points wisely.

Also upon levelling up, you'll be able to choose a perk card. There's usually a new type of card per SPECIAL rank, though this is not always the case. This card doesn't have to be from the stat you just increased, so you can take a perk specialising in one-handed weapon damage, even though you just increased Charisma. They are filtered by category for easy navigation.

Each of the SPECIAL stats has associated perks that can be equipped, though you don't need to choose the perk with the corresponding SPECIAL stat you increased. You'll need to have enough points in the relevant SPECIAL stat to equip that perk, however they can be shared with your team (provided you have three points in Charisma) and you can swap them out at any time.

Fallout 76 perk cards

Duplicates that you choose, or open via perk card packs (more on that in a bit), can also be combined to make better versions of those cards. For example, the perk "Gladiator" would normally increase one-handed melee weapon damage by 10%, however if you combine with a duplicate card, you'll be able to combine them to increase the one-handed melee weapon damage.

The only caveat is that you also increase the amount of points you need to have in that particular perk to equip that perk. So while "Gladiator Rank 1" costs one strength point to complete, "Gladiator rank 2" costs two points.


All the perk cards in Fallout 76

You're probably here to find all the perk cards in the game, so here's the grit of this guide - the full perk card list. Obviously it isn't complete yet as certain conditions need to be met to unlock the next set of cards, but here are all the perk cards we currently know are in Fallout 76. The cards will all be grouped together by the SPECIAL stat they are associated with. You can filter the list by using the search bar in each list, so do make sure you take advantage of the table tools.

Fallout 76 Strength perk list

Perk Name & level requirementRank 1Rank 2Rank 3Rank 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 requirementRank 1Rank 2Rank 3Rank 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 MeYour 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.
ArcherYour Bows and Crossbows do +10% damage.Your Bows and Crossbows do +15% damage.Your Bows and Crossbows do +20% damage.
Expert ArcherYour 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 requirementRank 1Rank 2Rank 3Rank 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 requirementRank 1Rank 2Rank 3Rank 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 requirementRank 1Rank 2Rank 3Rank 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 requirementRank 1Rank 2Rank 3Rank 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 StimpakFalling below 30% health will automatically use a StimpakFalling 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 requirementRank 1Rank 2Rank 3Rank 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.

Ranking up the First Aid skill.

When do I obtain perk card packs?

You'll normally obtain one perk card per level up, but there are also some level ups that reward you with something more coveted: perk card packs. Every other level from four to ten, then for every five levels you gain, you'll receive a perk card pack that comes with an assortment of semi-randomised perks. Some may be duplicates of cards that you already own, while others may not be able to be used immediately. You'll also obtain some special gum and a joke card.


Can I share perk card effects?

Absolutely, as long as you have at least three points in charisma, with each perk card requiring you to have a total of three times the charisma compared to the card's equip cost. If you've met those two conditions, then you'll be able to share your perks effects with your teammates.


Equipping perk cards

One other thing to note is that the perk cards aren't permanent. You can mix and match at any time, meaning you can find a moment to swap certain perks for certain situations. For example, if you have the perk card with a hacking ability, swap to that build temporarily to hack the terminal or trap, then switch back once you're done.


Upgrading perk card rankings

Some perk cards may seem a little under-powered at first glance, but there is a way to increase the overall power of those perks. Should you obtain multiple copies of a single type of perk card, then you can combine the two to make an upgraded version.

Note that you will need the exact same copy of that perk card to increase the ranking. For example, if you have two Rank 1 perk cards of the same name, they can be upgraded to Rank 2. However, if you wish to increase the rank of that new card, you'll need to have a second copy of that same card, meaning that you may need to combine two more Rank 1 perk cards of that name before you can upgrade to Rank 3.

Fallout 76 guide

Fallout 76 guide series

That's all the known Fallout 76 perk cards so far, but do check back regularly for updates to the known list of perks as soon as we find them in the Wasteland update. There's also some guides for the many quests that the game has throughout the ruined world of Appalachia and what you need to craft certain weapons. But for now, do check out the rest of our guides below:

Fallout 76 Wasteland guides

Sours: https://www.rockpapershotgun.com/fallout-76-perk-cards-all-the-perks-how-to-upgrade-them

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Here's how, I haven't reached the place yet, but she has an older friend, wise in life, and it doesn't matter that. He is a castrato. I was fascinated by the action. The couple leisurely and methodically enjoyed the process. Then they changed position.



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