Since Fallout 76 isn’t your common Fallout game, it doesn’t appear proper that it ought to simply be Fallout Four on-line. One essential approach that Bethesda are altering issues up a bit is with the model new Perk Cards. You’ll acquire one with each degree up, which you’ll then equip to your character for extra advantages. This information can have extra on precisely easy methods to acquire them, what you have to do to improve them, and a full listing of all of the Perk Cards and their subsequent results by rank that we all know thus far.
Fallout 76 Perk Cards information
Those in search of a newbie’s information to get began with the Fallout 76 beta and certainly the total game when it comes out ought to take a look at our Fallout 76 tips and tricks.
What are Fallout 76’s Perk Cards?
Much like all the opposite Fallout games, the chief stats of Strength, Perception, 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. Whenever you degree up, you’ll be capable to rank up a single stat by one, to a most of 15. Points are not obtained when you attain degree 50, so spend the factors properly.
Also upon levelling up, you’ll be capable to select a Perk Card. There’s often a brand new kind of card per SPECIAL rank, although this isn’t at all times the case. This card doesn’t need to be from the stat you simply elevated, so you’ll be able to take a Perk Card specialising in one-handed weapon injury, regardless that you simply elevated Charisma. They are filtered by class for simple navigation.
Each 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 elevated. You’ll after all must have sufficient factors within the related SPECIAL stat to equip that Perk Card, nevertheless they are often shared along with your staff (supplied you could have three factors in Charisma) and you may swap them out at any time.
Any duplicates that you just discover may also be mixed to make higher variations of these playing cards. For instance, the perk card “Gladiator” would usually enhance one-handed melee weapon injury by 10%, nevertheless in the event you mix with a reproduction card, you’ll be capable to mix them to extend the one-handed melee weapon injury.
When do I acquire Perk Card packs?
You’ll usually acquire one Perk Card per degree up, however there are additionally some degree ups that reward you with one thing extra coveted: Perk Card packs. Every different degree from 4 to 10, then for each 5 ranges you acquire, you’ll obtain a Perk Card pack that comes with an assortment of semi-randomised perks. Some could also be duplicates of perk playing cards that you just already personal, whereas others could not be capable to be used instantly.
Can I share Perk Card results?
Absolutely, so long as you could have not less than three factors in Charisma, with every Perk Card requiring you to have a complete of 3x the Charisma in comparison with the cardboard’s equip price. If you’ve met these two circumstances, then you definately’ll be capable to share your perks results along with your teammates.
Equipping Perk Cards
One different factor to notice is that the Perk Cards aren’t everlasting. You can combine and match at any time, that means yow will discover a second to swap sure perks for sure conditions. For instance, when you have the Perk Card with a hacking skill, swap to that construct briefly to hack the terminal or lure, then change again when you’re carried out.
Upgrading Perk Card rankings
Some Perk Cards could appear somewhat under-powered at first look, however there’s a strategy to enhance the general energy of these perks. Should you acquire 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.
Note that you’ll want the very same copy of that perk card to extend the rating. For instance, when you have two Rank 1 Perk Cards of the identical identify, they are often upgraded to Rank 2. However, in the event you want to enhance 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 identify earlier than you’ll be able to improve to Rank 3.
Fallout 76 full Perk Card listing
So now you understand how to use the Perk Cards, we must always in all probability get into the grit of this information – the total Perk Card listing. Obviously it isn’t full but as sure circumstances must be met to unlock the subsequent set of playing cards, however listed below are all of the Perk Cards we at the moment know are in Fallout 76. The playing cards will all be grouped collectively by the SPECIAL stat they’re related to.
Strength
Perk Name & degree requirement | Rank 1 | Rank 2 | Rank 3 | Rank 4 / Rank 5 |
---|---|---|---|---|
Gladiator (2) | Rank 1: Your one-handed melee weapons now do +10% injury. | Your one-handed melee weapons now do +20% injury. | Your one-handed melee weapons now do +30% injury. | |
Travelling Pharmacy (3) | Weight of all Chems (together with Stimpacks) are decreased by 30%. | Weight of all Chems (together with Stimpacks) are decreased by 60%. | Weight of all Chems (together with Stimpacks) are decreased by 90%. | |
Iron Fist (5) | Punching assaults do +20% injury with a 5% probability to stagger your opponent. | Punching assaults do +40% injury with a 10% probability to stagger your opponent. | Punching assaults do +60% injury with a 15% probability to stagger your opponent. | Rank 4: Punching assaults do +80% injury with a 20% probability to stagger your opponent. Rank 5: Punching assaults do +100% injury with a 25% probability to stagger your opponent. |
Slugger (6) | Your two-handed melee weapons deal 10% extra injury. | Your two-handed melee weapons deal 20% extra injury. | Your two-handed melee weapons deal 30% extra injury. | |
Pack Rat (7) | The weight of all junk gadgets is decreased by 25%. | The weight of all junk gadgets is decreased by 50%. | The weight of all junk gadgets is decreased by 75%. | |
Thru-Hiker (7) | Food and drink weighs 30% much less. | Food and drink weighs 60% much less. | Food and drink weighs 90% much less. | |
Bandolier | Ballistic weapon ammo weighs 30% much less. | Ballistic weapon ammo weighs 60% much less. | Ballistic weapon ammo weighs 90% much less. | |
Batteries Included | Energy weapon ammo weighs 30% much less. | Energy weapon ammo weighs 60% much less. | Energy weapon ammo weighs 90% much less. | |
Bear Arms | Heavy weapons weigh 20% much less. | Heavy weapons weigh 40% much less. | Heavy weapons weigh 60% much less. | Heavy weapons weigh 80% much less. |
Expert Heavy Gunner | Your non-explosive heavy weapons now do +10% injury. | Your non-explosive heavy weapons now do +20% injury. | Your non-explosive heavy weapons now do +30% injury. | |
Sturdy Frame | Armour weighs 25% much less. | Armour weighs 50% much less. | ||
Bullet Shield | Gain 10 injury resistance whereas firing a heavy gun. |
Perception
Perk Name & degree requirement | Rank 1 | Rank 2 | Rank 3 | Rank 4 |
---|---|---|---|---|
Concentrated Fire (2) | VATS now targets limbs. Focus fireplace to realize accuracy and injury per shot. | Focus fireplace to realize accuracy and injury per shot. | Focus fireplace to realize accuracy and injury per shot. | |
Butcher’s Bounty (3) | 40% probability to seek out additional meat once you search an animal corpse. | 60% probability to seek out additional meat once you search an animal corpse. | 80% probability to seek out additional meat once you search an animal corpse. | |
Green Thumb (4) | Reap twice as a lot when harvesting flora | |||
Picklock (5) | Gain +1 lockpicking ability, and the lockpicking candy spot is 10% bigger. | |||
Night Person | 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 +Three INT and +Three PER between the hours of 6:00pm and 6:00am. | |
Pannapictagraphist | You hear directional audio when in vary of a Magazine. | |||
Percepti-Bobble | You hear directional audio when in vary of a Bobblehead. | |||
Refractor | Gain +5 Energy Resistance. | Gain +10 Energy Resistance. | Gain +15 Energy Resistance. | Gain +20 Energy Resistance. |
Sniper |
Endurance
Perk Name & degree requirement | Rank 1 | Rank 2 | Rank 3 | Rank 4 |
---|---|---|---|---|
Lead Belly (2) | Take 30% much less radiation from consuming or ingesting. | Take 60% much less radiation from consuming or ingesting. | Take 90% much less radiation from consuming or ingesting. | |
Dromedary (3) | All drinks quench thirst by an extra 25%. | All drinks quench thirst by an extra 50%. | All drinks quench thirst by an extra 75%. | |
Iron Stomach (4) | Your probability to catch a illness from meals is decreased by 30%. | Your probability to catch a illness from meals is decreased by 60%. | Your probability to catch a illness from meals is decreased by 90%. | |
Slow Metabolizer (5) | All meals satisfies starvation by an extra 25%. | All meals satisfies starvation by an extra 50%. | All meals satisfies starvation by an extra 75%. | |
Aquagirl/Aquaboy (5) | You not take Rad injury from swimming and might breathe underwater. | You are actually undetectable whereas submerged in water. | ||
Thirst Quencher (6) | Drinking any liquid has a 30% decreased probability to trigger illness. | Drinking any liquid has a 60% decreased probability to trigger illness. | Drinking any liquid has a 90% decreased probability to trigger illness. | |
Good Doggy (8) | Eating pet food is now 3 times as helpful. | |||
Professional Drinker | There’s no probability you’ll get hooked on alcohol. | |||
Revenant | Gain +25% injury bonus for 2 minutes when a participant revives you. | Gain +50% injury bonus for 2 minutes when a participant revives you. | ||
Vaccinated | Chances of catching a illness from creatures is decreased by 30%. | Chances of catching a illness from creatures is decreased by 60%. | Chances of catching a illness from creatures is decreased by 90%. |
Charisma
Perk Name & degree requirement | Rank 1 | Rank 2 | Rank 3 | Rank 4 |
---|---|---|---|---|
Inspirational (2) | When you might be on a staff, acquire 5% extra expertise. | When you might be on a staff, acquire 10% extra expertise. | When you might be on a staff, acquire 15% extra expertise. | |
Happy Camper (3) | Hunger and thirst develop 40% extra slowly when in a camp or a staff workshop. | Hunger and thirst develop 80% extra slowly when in a camp or a staff workshop. | ||
Lone Wanderer (4) | When adventuring alone, take 10% much less injury and acquire 10% AP Regen. | When adventuring alone, take 20% much less injury and acquire 20% AP Regen. | When adventuring alone, take 30% much less injury and acquire 30% AP Regen. | |
Bodyguards (6) | Gain 6 injury and power resistance (most 18) for every teammate excluding you. | Gain Eight injury and power resistance (most 24) for every teammate excluding you. | Gain 10 injury and power resistance (most 30) for every teammate excluding you. | Gain 12 injury and power resistance (most 36) for every teammate excluding you. |
Hard Bargain (7) | Buying and promoting costs at distributors are higher. | |||
Animal Friend | ||||
Bloodsucker | Blood Packs now fulfill thirst, not irradiate, and heal 50% extra. | |||
Friendly Fire | ||||
Happy-Go-Lucky | Your Luck is elevated by 2 whereas drunk. | Your Luck is elevated by Four whereas drunk. | ||
Party Girl/ Party Guy | The results of alcohol are doubled. | |||
Philanthropist | Restore a few of your staff’s starvation and thirst once you eat or drink. | |||
Quack Surgeon | Revive different gamers with liquor. | |||
Spiritual Healer | You regenerate well being for five seconds after reviving one other participant. | You regenerate well being for 10 seconds after reviving one other participant. | You regenerate well being for 15 seconds after reviving one other participant. | |
Squad Maneuvers | Run 10% quicker when a part of a staff. | Run 20% quicker when a part of a staff. | ||
Strange in Numbers | Positive mutation results are +25% stronger if teammates are mutated too. | |||
Team Medic | Your stimpacks now additionally heal close by teammates for half the conventional energy. | |||
Outlaw |
Intelligence
Perk Name & degree requirement | Rank 1 | Rank 2 | Rank 3 | Rank 4 |
---|---|---|---|---|
First Aid (2) | Stimpacks restore 10% extra well being. | Stimpacks restore 20% extra well being. | Stimpacks restore 30% extra well being. | Stimpacks restore 40% extra well being. |
Makeshift Warrior (3) | Your melee weapons break 30% extra slowly and are cheaper to restore. | Your melee weapons break 60% extra slowly and are cheaper to restore. | Your melee weapons break 90% extra slowly and are cheaper to restore. | |
Hacker (4) | Gain +1 Hacking ability, and terminal lock-out is decreased. | |||
Licensed Plumber (5) | Your pipe weapons break 30% extra slowly and are cheaper to restore. | Your pipe weapons break 60% extra slowly and are cheaper to restore. | Your pipe weapons break 90% extra slowly and are cheaper to restore. | |
Pharmacist (6) | RadAway removes 30% extra radiation. | RadAway removes 60% extra radiation. | RadAway removes 90% extra radiation. | |
Exotic Weapons (8) | You can now craft crossbows, black powder weapons, and extra (plans are required). | You can now modify crossbows, black powder weapons, and extra (plans are required). | ||
Contractor | Crafting workshop gadgets now prices 25% fewer supplies. | Crafting workshop gadgets now prices 50% fewer supplies. | ||
Grease Monkey | Workshop gadgets are 30% cheaper to restore. | Workshop gadgets are 60% cheaper to restore. | ||
Master Hacker | Gain +1 hacking ability and terminal lock-out time is decreased. | |||
Science | You can now craft power weapons (plans are required.) | |||
Exotic Weapons Master |
Agility
Perk Name & degree requirement | Rank 1 | Rank 2 | Rank 3 | Rank 4 |
---|---|---|---|---|
Action Boy / Action Girl (2) | Action Points regenerate 15% quicker. | Action Points regenerate 30% quicker. | Action Points regenerate 45% quicker. | |
Born Survivor (3) | Falling under 20% well being will mechanically use a Stimpak | Falling under 30% well being will mechanically use a Stimpak | Falling under 40% well being will mechanically use a Stimpak | |
Gun Runner (4) | Your operating pace is elevated by 10% when you could have a pistol geared up. | Your operating pace is elevated by 20% when you could have a pistol geared up. | ||
Moving Target (6) | +15 injury and power resistance whereas sprinting (Not with Power armour.) | +30 injury and power resistance whereas sprinting (Not with Power armour.) | +45 injury and power resistance whereas sprinting (Not with Power armour.) | |
Thru-Hiker (7) | Food and drink weights are decreased by 30%. | Food and drink weights are decreased by 60%. | Food and drink weights are decreased by 90%. | |
Adrenaline | ||||
Dodgy | Spend 30 Action Points to keep away from 10% of every enemy assault. | Spend 30 Action Points to keep away from 20% of every enemy assault. | Spend 30 Action Points to keep away from 30% of every enemy assault. | |
Goat Legs | Take 40% much less injury from falling. | Take 80% much less injury from falling. | ||
Gunslinger | Your non-automatic pistols now do +10% injury. | Your non-automatic pistols now do +20% injury. | Your non-automatic pistols now do +30% injury. | |
Marathoner | Sprinting consumes 20% fewer Action Points. | Sprinting consumes 40% fewer Action Points. | Sprinting consumes 60% fewer Action Points. | |
Dead Man Sprinting (8) | Sprint 10% quicker at elevated AP price when your well being is under 40%. | |||
Gun Fu | ||||
Mister Sandman |
Luck
Perk Name & degree requirement | Rank 1 | Rank 2 | Rank 3 | Rank 4 |
---|---|---|---|---|
Pharma Farma (2) | 40% probability to seek out additional support chems once you search a chem container. | 60% probability to seek out additional support chems once you search a chem container. | 80% probability to seek out additional support chems once you search a chem container. | |
Scrounger (3) | 40% probability to seek out additional ammo once you search an ammunition container. | 60% probability to seek out additional ammo once you search an ammunition container. | 80% probability to seek out additional ammo once you search an ammunition container. | |
Serendipity (5) | While under 30% well being, acquire a 15% probability to keep away from injury. | |||
Can Do! (7) | 40% probability to seek out an additional canned good once you search a meals container. | 60% probability to seek out an additional canned good once you search a meals container. | 80% probability to seek out an additional canned good once you search a meals container. | |
Grim Reaper’s Sprint | ||||
Luck of the Draw | Your weapon has 10% probability to regain situation when hitting an enemy. | Your weapon has 20% probability to regain situation when hitting an enemy. | Your weapon has 30% probability to regain situation when hitting an enemy. | |
Mysterious Savior | ||||
Mysterious Stranger | The mysterious stranger seems extra typically when utilizing V.A.T.S. | |||
Mystery Meat | Stimpaks could generate edible meat tissue. Higher rads enhance the prospect. | Stimpaks generate extreme, edible meat. Higher Rads enhance the prospect. | ||
Starched Genes | ? | You won’t ever mutate from rads and Radaway won’t ever remedy mutations. |
That’s all of the identified perks, however do verify again usually for updates to the identified listing of perks as quickly as we discover them. In the meantime, you could want to know extra about different adjustments, akin to how sure priceless collectable gadgets work in our Fallout 76 bobblehead & magazines information. Otherwise you’ll be able to take a look at our Fallout 76 tips and tricks information for each different tip you have to get began.