Fallout 76 perk playing cards: all of the perks, improve them

Fallout 76 perk cards

One of the extra drastic modifications in Fallout 76 is in it’s revamp of how perks work. Instead of selecting one everlasting talent at each stage, you get perk playing cards that may be geared up at any time, upgraded to extend their effectiveness, and even shared along with your buddies at any level supplied you may have the Charisma. There are a ton of those within the game, some requiring a rise in rank to get extra out of them.

Fallout 76 perk playing cards information

This Fallout 76 perk playing cards information can have extra on precisely acquire them and what it’s essential to do to improve them, together with the complete record of all of the perk playing cards and their subsequent results by rank.

Those on the lookout for a newbie’s information to get began with the Fallout 76 ought to take a look at our Fallout 76 guide. This is probably the largest change with how Fallout 76 performs in comparison with earlier Fallout games, so we’ll now go into simply need the playing cards do and acquire them.

Fallout 76 perk cards

What are perk playing cards in Fallout 76?

Much like all the opposite Fallout games, the chief stats of Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck, are all the most important stats that govern how your particular person perks work. This time, you start with 1 level in every, fairly than create your personal character with a sure construct. Whenever you stage up, you’ll have the ability to rank up a single stat by one, to a most of 15. Points are not obtained when you attain stage 50, so spend the factors correctly.

Also upon levelling up, you’ll have the ability to select a perk card. There’s normally a brand new sort of card per SPECIAL rank, although this isn’t all the time the case. This card doesn’t need to be from the stat you simply elevated, so you’ll be able to take a perk specialising in one-handed weapon injury, regardless that you simply elevated Charisma. They are filtered by class for straightforward 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 must have sufficient factors within the related SPECIAL stat to equip that perk, nonetheless they are often shared along with your staff (supplied you may have three factors in Charisma) and you may swap them out at any time.

Duplicates that you just select, or open by way of perk card packs (extra on that in a bit), may also be mixed to make higher variations of these playing cards. For instance, the perk “Gladiator” would usually enhance one-handed melee weapon injury by 10%, nonetheless in case you mix with a reproduction card, you’ll have the ability to mix them to extend the one-handed melee weapon injury.

The solely caveat is that you just additionally enhance the quantity of factors it’s essential to have in that individual perk to equip that perk. So whereas “Gladiator Rank 1” prices one power level to finish, “Gladiator rank 2” prices two factors.


All the perk playing cards in Fallout 76

You’re most likely right here to seek out all of the perk playing cards within the game, so right here’s the grit of this information – the complete perk card record. Obviously it isn’t full but as sure situations have to be met to unlock the subsequent set of playing cards, however listed here are all of the perk playing 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. You can filter the record by utilizing the search bar in every record, so do ensure you make the most of the desk instruments.

Fallout 76 Strength perk record

Perk Name & stage requirement Rank 1 Rank 2 Rank 3 Rank 4 / Rank 5
Iron Fist (2) 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.
Travelling Pharmacy (3) Weight of all Chems (together with Stimpacks) are lowered by 30%. Weight of all Chems (together with Stimpacks) are lowered by 60%. Weight of all Chems (together with Stimpacks) are lowered by 90%.
Bandolier (4) Ballistic weapon ammo weighs 30% much less. Ballistic weapon ammo weighs 60% much less. Ballistic weapon ammo weighs 90% much less.
Gladiator (5) 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.
Pack Rat (6) The weight of all junk gadgets is lowered by 25%. The weight of all junk gadgets is lowered by 50%. The weight of all junk gadgets is lowered by 75%.
Slugger (7) 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.
Shotgunner (10) Your shotguns now deal +10% injury. Your shotguns now deal +20% injury. Your shotguns now deal +30% injury.
Basher (11) Gun bashing does +25% injury with a 5% probability to cripple your opponent. Gun bashing does +50% injury with a 10% probability to cripple your opponent.
Sturdy Frame (13) Armour weighs 25% much less. Armour weighs 50% much less.
Barbarian (14) Every level of Strength provides +2 injury resistance (most of 40) (not appropriate with energy armour). Every level of Strength provides +Three injury resistance (most of 60) (not appropriate with energy armour). Every level of Strength provides +Four injury resistance (most of 80) (not appropriate with energy armour).
Martial Artist (16) Your melee weapons weigh 20% much less and also you swing them 10% sooner. Your melee weapons weigh 40% much less and also you swing them 20% sooner. Your melee weapons weigh 60% much less and also you swing them 30% sooner.
Scattershot (18) Shotguns now weigh 30% much less and also you reload them 10% sooner.
Expert Gladiator (20) 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.
Blocker (21) Take 15% much less injury out of your opponent’s melee assaults. Take 30% much less injury out of your opponent’s melee assaults. Take 45% much less injury out of your opponent’s melee assaults.
Expert Shotgunner (23) Your shotguns now deal +10% injury. Your shotguns now deal +20% injury. Your shotguns now deal +30% injury.
Expert Slugger (24) 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.
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 weapons now do +10% injury. Your non-explosive heavy weapons now do +20% injury. Your non-explosive heavy weapons now do +30% injury.
Ordinance Express (31) Explosives weigh 30% much less. Explosives weigh 90% much less. Explosives weigh 90% much less.
Incisor (34) Your melee assaults ignore 20% of your goal’s armour. Your melee assaults ignore 40% of your goal’s armour. Your melee assaults ignore 60% of your goal’s armour.
Bear Arms (35) Heavy weapons weigh 20% much less. Heavy weapons weigh 40% much less. Heavy weapons weigh 60% much less. Heavy weapons weigh 80% much less.
Lock and Load (37) Heavy weapons reload 10% sooner. Heavy weapons reload 20% sooner. Heavy weapons reload 30% sooner.
Bullet Shield (39) Gain 10 injury resistance whereas firing a heavy gun. Gain 20 injury resistance whereas firing a heavy gun. Gain 30 injury resistance whereas firing a heavy gun. Gain 40 injury resistance whereas firing a heavy gun.
Expert Heavy Gunner (40) 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.
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% injury. Your one-handed melee weapons now do +20% injury. Your one-handed melee weapons now do +30% injury.
Master Shotgunner (45) Your shotguns now deal +10% injury. Your shotguns now deal +20% injury. Your shotguns now deal +30% injury.
Master Slugger (48) 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.
Master Heavy Gunner (50) 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.

Fallout 76 Perception perk record

Perk Name & stage 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 further meat whenever you search an animal corpse. 60% probability to seek out further meat whenever you search an animal corpse. 80% probability to seek out further meat whenever you search an animal corpse.
Green Thumb (4) Reap twice as a lot when harvesting flora
Picklock (5) Gain +1 lockpicking talent, and the lockpicking candy spot is 10% bigger.
Crack Shot (7) All pistols now have 10% extra vary and accuracy when sighted. All pistols now have 15% extra vary and accuracy when sighted. All pistols now have 20% extra vary and accuracy when sighted.
Rifleman (8) Your non-automatic rifles now do +10% injury. Your non-automatic rifles now do +20% injury. Your non-automatic rifles now do +30% injury.
Skeet Shooter (10) Your shotguns have improved accuracy and unfold. Your shotguns have even higher accuracy and unfold. Your shotguns have glorious accuracy and unfold.
Pannapictagraphist (12) You hear directional audio when in vary of a Magazine.
Exterminator (14) Your assaults ignore 25% armour of any insect. Your assaults ignore 50% armour of any insect. Your assaults ignore 75% armour of any insect.
Commando (15) Automatic rifles do +10% injury. Automatic rifles do +20% injury. Automatic rifles do +30% injury.
PerceptiBobble (16) You hear directional audio when in vary of a Bobblehead.
Ground Pounder (18) Automatic rifles now reload 10% sooner and have higher hip fireplace accuracy. Automatic rifles now reload 20% sooner and have even higher hip fireplace accuracy. Automatic rifles now reload 30% sooner and have significantly better hip fireplace accuracy. Automatic rifles now reload 40% sooner and have glorious hip fireplace accuracy.
Expert Picklock (19) Gain +1 lockpicking talent, and the lockpicking candy spot is 10% bigger.
Expert Rifleman (20) Your non-automatic rifles now do +10% injury. Your non-automatic rifles now do +20% injury. Your non-automatic rifles now do +30% injury.
Fortune Finder (22) You hear directional audio when in vary 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 +Three INT and +Three PER between the hours of 6:00pm and 6:00am.
Expert Commando (25) Automatic rifles do +10% injury. Automatic rifles do +20% injury. Automatic rifles do +30% injury.
Awareness (27) You can view a goal’s particular injury resistances in VATS.
Sniper (28) Gain improved management and maintain your breath 25% longer whereas aiming down scopes. Improved focus and higher sighted accuracy. Gain improved management and maintain your breath 50% longer whereas aiming down scopes. Gain improved management and maintain your breath 75% longer whereas aiming down scopes.
Tank Killer (30) Your rifles ignore 10% armour and have a 2% probability to stagger. Your rifles ignore 20% armour and have a 4% probability to stagger. Your rifles ignore 30% armour and have a 6% probability to stagger. Your rifles ignore 40% armour and have a 8% probability 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% bigger radius. Explosives have twice as huge a radius.
Longshot (37) Your rifles have 5% extra vary and extra accuracy whereas sighted. Your rifles have 10% extra vary and much more accuracy whereas sighted. Your rifles have 15% extra vary and far more accuracy whereas sighted. Your rifles have 20% extra vary and glorious accuracy whereas sighted.
Fire within the Hole (38) See a throwing arc when tossing grenades. Grenades fly 15% additional. See a throwing arc when tossing grenades. Grenades fly 30% additional. See a throwing arc when tossing grenades. Grenades fly 50% additional.
Master Picklock (40) Gain +1 lockpicking talent, and the lockpicking candy spot is 10% bigger.
Master Rifleman (42) Your non-automatic rifles now do +10% injury. Your non-automatic rifles now do +20% injury. Your non-automatic rifles now do +30% injury.
Master Commando (45) Automatic rifles do +10% injury. Automatic rifles do +20% injury. Automatic rifles do +30% injury.
Night Eyes (47) Gain evening imaginative and prescient whereas sneaking between 6:00pm and 6:00am.
Penetrator (50) VATS can hit enemy physique elements which are coated with lowered accuracy. VATS can hit enemy physique elements which are coated with barely lowered accuracy. VATS can hit enemy physique elements which are coated with regular accuracy.

Fallout 76 Endurance perk record

Perk Name & stage requirement Rank 1 Rank 2 Rank 3 Rank 4
Lead Belly (2) Take 30% much less radiation from consuming or consuming. Take 60% much less radiation from consuming or consuming. Take zero radiation from consuming or consuming.
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 lowered by 30%. Your probability to catch a illness from meals is lowered by 60%. Your probability to catch a illness from meals is lowered 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%.
Thirst Quencher (6) Drinking any liquid has a 30% lowered probability to trigger illness. Drinking any liquid has a 60% lowered probability to trigger illness. Drinking any liquid has a 90% lowered probability to trigger illness.
Good Doggy (8) Eating pet food is now 3 times as helpful.
Natural Resistance (10) You are 30% much less prone to catch a illness from the surroundings. You are 60% much less prone to catch a illness from the surroundings. You are 90% much less prone to catch a illness from the surroundings.
Hydro Fix (11) Chems generate 50% much less thirst. Chems generate no thirst.
Rejuvenated (12) You achieve elevated profit from being “Well Fed” or “Well Hydrated”. You achieve a a lot elevated profit from being “Well Fed” or “Well Hydrated”.
Cola Nut (14) Nuka-Cola merchandise at the moment are twice as helpful. Nuka-Cola merchandise at the moment are 3 times as helpful.
Vaccinated (16) Chances of catching a illness from creatures is lowered by 30%. Chances of catching a illness from creatures is lowered by 60%. Chances of catching a illness from creatures is lowered by 90%.
Munchy Resistance (17) Chems generate 50% much less starvation. Chems generate no starvation.
Homebody (19) Gain gradual well being regeneration whereas in your camp or a captured workshop. Gain improved well being regeneration whereas in your camp or a captured workshop.
Adamantium Skeleton (21) Your limb injury is now lowered by 20%. Your limb injury is now lowered by 40%. Your limb injury is now lowered by 60%. Rank 4: Your limb injury is now lowered by 80%.
Rank 5: Your limb injury is now lowered 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’re taking final 30% longer. Any chems you’re taking final 60% longer. Any chems you’re taking final 90% longer.
Cannibal (25) Eating human, ghoul, tremendous mutant, scorched, or mole miner corpses restores well being and starvation. Eating human, ghoul, tremendous mutant, scorched, or mole miner corpses restores extra well being and starvation. Eating human, ghoul, tremendous mutant, scorched, or mole miner corpses restores much more well being and starvation.
Aquagirl/Aquaboy (26) You not take Rad injury from swimming and may breathe underwater.
Fireproof (27) Immediately achieve +20 Fire Resistance. Immediately achieve +40 Fire Resistance. Immediately achieve +60 Fire Resistance.
Nocturnal Fortitude (29) Gain +20 most well being between the hours of 6:00pm and 6:00am. Gain +40 most well being between the hours of 6:00pm and 6:00am.
Ironclad (30) Gain 10 injury and vitality resistance whereas not sporting energy armour. Gain 20 injury and vitality resistance whereas not sporting energy armour. Gain 30 injury and vitality resistance whereas not sporting energy armour. Rank 4: Gain 40 injury and vitality resistance whereas not sporting energy armour.
Rank 5: Gain 50 injury and vitality resistance whereas not sporting energy armour.
Revenant (32) Gain +25% injury bonus for 2 minutes when a participant revives you. Gain +50% injury bonus for 2 minutes when a participant revives you.
Rad Resistant (34) Immediately achieve +10 Rad Resistance. Immediately achieve +20 Rad Resistance. Immediately achieve +30 Rad Resistance. Immediately achieve +40 Rad Resistance.
Ghoulish (36) Radiation now regenerates a few of your misplaced well being. Radiation now regenerates extra of your misplaced well being. Radiation now regenerates much more of your misplaced well being.
Professional Drinker (39) There’s no probability you will get hooked on alcohol.
All Night Long (41) You undergo 20% much less from starvation and thirst at evening. You undergo 40% much less from starvation and thirst at evening. You undergo 60% much less from starvation and thirst at evening.
Chem Resistant (43) You’re half as prone to get addicted when consuming Chems. Gain full immunity to habit to Chems.
Sun-Kissed (45) Slowly regen radiation injury between the hours of 6:00am and 6:00pm. Quickly regen radiation injury between the hours of 6:00am and 6:00pm.
Photosynthetic (47) Gain well being regen between the hours of 6:00am and 6:00pm. Gain improved well being regen between the hours of 6:00am and 6:00pm.
Lifegiver (50) Gain a complete of +10% to your max well being. Gain a complete of +30% to your max well being. Gain a complete of +45% to your max well being.

Fallout 76 Charisma perk record

Perk Name & stage requirement Rank 1 Rank 2 Rank 3 Rank 4
Inspirational (2) When you might be on a staff, achieve 5% extra expertise. When you might be on a staff, achieve 10% extra expertise. When you might be on a staff, achieve 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 achieve 10% AP Regen. When adventuring alone, take 20% much less injury and achieve 20% AP Regen. When adventuring alone, take 30% much less injury and achieve 30% AP Regen.
Bodyguards (5) Gain 6 injury and vitality resistance (most 18) for every teammate excluding you. Gain Eight injury and vitality resistance (most 24) for every teammate excluding you. Gain 10 injury and vitality resistance (most 30) for every teammate excluding you. Gain 12 injury and vitality resistance (most 36) for every teammate excluding you.
Hard Bargain (7) Buying and promoting costs at distributors are higher.
E.M.T. (9) Players you revive come again with well being regen for 15 seconds. Players you revive come again with well being regen for 30 seconds. Players you revive come again with well being regen for 60 seconds.
Bloodsucker (11) Blood Packs now fulfill thirst, not irradiate, and heal 50% extra. Blood Packs now fulfill thirst, not irradiate, and heal 100% extra. Blood Packs now fulfill thirst, not irradiate, and heal 150% extra.
Magnetic Personality (13) Give 1 Charisma for every teammate excluding your self. Give 2 Charisma for every teammate excluding your self.
Field Surgeon (15) Stimpaks and RadAway will now work far more rapidly.
Happy-Go-Lucky (17) Your Luck is elevated by 2 whereas drunk. Your Luck is elevated by Four whereas drunk.
Injector (19) Players revived by you may have +6 AP regen for 10 minutes. Players revived by you may have +12 AP regen for 10 minutes. Players revived by you may have +18 AP regen for 10 minutes.
Team Medic (20) Your stimpacks now additionally heal close by teammates for half their well being. Your stimpacks now additionally heal close by teammates for 3 quarters of their well being. Your stimpacks now additionally heal close by teammates for his or her complete well being.
Quack Surgeon (22) Revive different gamers with liquor.
Party Girl/ Party Boy (24) The results of alcohol are doubled. The results of alcohol are tripled.
Travel Agent (26) Pay 30% fewer caps when quick travelling.
Healing Hands (28) Players revived are cured off their Rads.
Animal Friend (30) Aim your gun at any animal beneath your stage for a 25% probability to pacify it. Aim your gun at any animal beneath your stage for a 50% probability to pacify it. Aim your gun at any animal beneath your stage for a 75% probability to pacify it.
Overly Generous (32) Rads enhance your probability to inflict 25 Rads with melee assaults. Rads enhance your probability to inflict 50 Rads with melee assaults.
Anti-Epidemic (34) Disesase cures have a 50% probability to remedy close by teammates ailments. Disesase cures have a 100% probability to remedy close by teammates ailments.
Spiritual Healer (36) 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 (37) Run 10% sooner when a part of a staff. Run 20% sooner when a part of a staff.
Philanthropist (39) Restore a few of your staff’s starvation and thirst whenever you eat or drink. Restore extra of your staff’s starvation and thirst whenever you eat or drink. Restore far more of your staff’s starvation and thirst whenever you eat or drink.
Suppressor (40) Reduce goal’s injury output by 10% for two seconds after you assault. Reduce goal’s injury output by 20% for two seconds after you assault. Reduce goal’s injury output by 30% for two seconds after you assault.
Strange in Numbers (42) Positive mutation results are +25% stronger if teammates are mutated too.
Rad Sponge (44) When affected by Rads, periodically heal 15 Rads on close by teammates. When affected by Rads, periodically heal 30 Rads on close by teammates. When affected by Rads, periodically heal 50 Rads on close by teammates.
Tenderizer (46) Your goal receives 5% extra injury for five seconds after you assault. Your goal receives 6% extra injury for 7 seconds after you assault. Your goal receives 7% extra injury for 10 seconds after you assault.
Friendly Fire (48) Teammates hit by your flame weapons regen well being briefly (not the Molotov cocktail) Teammates hit by your flame weapons regen extra well being briefly (not the Molotov cocktail) Teammates hit by your flame weapons regen much more well being briefly (not the Molotov cocktail)
Wasteland Whisperer (50) 25% pacify probability whereas aiming your gun at a creature beneath your stage. 55% pacify probability whereas aiming your gun at a creature beneath your stage. 75% pacify probability whereas aiming your gun at a creature beneath your stage.

Fallout 76 Intelligence perk record

Perk Name & stage 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 talent, and terminal lock-out is lowered.
Licensed Plumber (5) Your pipe weapons break 20% extra slowly and are cheaper to restore. Your pipe weapons break 40% extra slowly and are cheaper to restore. Your pipe weapons break 60% 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).
Demolition Expert (10) Your explosives deal +20% injury. Your explosives deal +30% injury. Your explosives deal +40% injury. Rank 4: Your explosives deal +50% injury.
Rank 5: Your explosives deal +60% injury.
Scrapper (13) Obtain extra parts whenever you scrap weapons and armour.
Armorer (15) You can now craft superior armour mods. (Requires plans) Crafting armour prices fewer supplies. Crafted armour has improved sturdiness.
Expert Exotic Weapons (16) You can now craft Rank 2 (plans are required). Crafting unique weapons prices fewer supplies.
Contractor (18) Crafting workshop gadgets now prices 25% fewer supplies. Crafting workshop gadgets now prices 50% fewer supplies.
Science (20) You can now craft vitality weapons (plans are required.) You can craft Rank 1 vitality gun mods (plans are required).
Expert Hacker (22) Gain +1 Hacking talent, and terminal lock-out is lowered.
Gunsmith (23) Guns break 25% extra slowly and the restore price is lowered. Guns break 50% extra slowly and the restore price is lowered. Guns break 75% extra slowly and the restore price is lowered.
Master Exotic Weapons (25) You can now craft Rank 3 (plans are required). Your crafted unique weapons have improved durabiilty.
Fix it Good (27) You can restore armour and Power Armour to 130% of regular most situation. You can restore armour and Power Armour to 160% of regular most situation. You can restore armour and Power Armour to 200% of regular most situation.
Batteries Included (28) Energy weapon ammo weighs 30% much less. Energy weapon ammo weighs 60% much less. Energy weapon ammo weighs 90% much less.
Wrecking Ball (29) +40% injury to workshop objects. +80% injury to workshop objects. +120% injury to workshop objects.
Expert Science (31) You can craft Rank 2 vitality gun mods (plans are required). Crafting vitality weapons now prices fewer supplies.
Grease Monkey (33) Workshop gadgets are 30% cheaper to restore. Workshop gadgets are 60% cheaper to restore.
Chemist (34) You get double the amount for crafting chems. You get triple the amount for crafting chems.
Stabilized (36) While sporting Power Armor, heavy weapons achieve extra accuracy and ignore 10% armour. While sporting Power Armor, heavy weapons achieve much more accuracy and ignore 20% armour. While sporting Power Armor, heavy weapons achieve significantly better accuracy and ignore 30% armour. While sporting Power Armor, heavy weapons achieve glorious accuracy and ignore 40% armour.
Master Hacker (38) Gain +1 hacking talent and terminal lock-out time is lowered.
Weapon Artisan (40) Repair any weapon to 130% its max situation. Repair any weapon to 160% its max situation. Repair any weapon to 200% its max situation.
Power Smith (41) You can now craft superior Power Armor fits (plans are required) Crafting Power Armor prices fewer supplies. Crafted Power Armor has improved sturdiness.
Science Master (43) You can craft Rank Three vitality gun mods (plans are required). Your crafted vitality weapons have elevated sturdiness.
Power Patcher (44) Your Power Armour breaks 20% extra slowly and is cheaper to restore Your Power Armour breaks 40% extra slowly and is cheaper to restore Your Power Armour breaks 60% extra slowly and is cheaper to restore
Nerd Rage (46) While beneath 20% well being, achieve 20 injury resistance, 10% injury dealt to enemies, and 15% AP regen. While beneath 20% well being, achieve 30 injury resistance, 15% injury dealt to enemies, and 15% AP regen. While beneath 20% well being, achieve 40 injury resistance, 20% injury dealt to enemies, and 15% AP regen.
Robotics Expert (48) Hack an enemy robotic for a 25% probability to pacify it. Hack an enemy robotic for a 50% probability to pacify it. Hack an enemy robotic for a 75% probability to pacify it.
Portable Power (49) All Power Armour elements and chassis weights are lowered by 25%. All Power Armour elements and chassis weights are lowered by 50%. All Power Armour elements and chassis weights are lowered by 75%.
Power User (50) Fusion cores final 20% longer. Fusion cores final 40% longer. Fusion cores final 60% longer. Rank 4: Fusion cores final 80% longer.
Rank 5: Fusion cores final 100% longer.

Fallout 76 Agility perk record

Perk Name & stage requirement Rank 1 Rank 2 Rank 3 Rank 4
Action Boy / Action Girl (2) Action Points regenerate 15% sooner. Action Points regenerate 30% sooner. Action Points regenerate 45% sooner.
Born Survivor (3) Falling beneath 20% well being will robotically use a Stimpak Falling beneath 30% well being will robotically use a Stimpak Falling beneath 40% well being will robotically use a Stimpak
Thru-Hiker (3) Food and drink weights are lowered by 30%. Food and drink weights are lowered by 60%. Food and drink weights are lowered by 90%.
Gun Runner (4) Your working pace is elevated by 10% when you may have a pistol geared up. Your working pace is elevated by 20% when you may have a pistol geared up.
Moving Target (5) +15 injury and vitality resistance whereas sprinting (Not with Power armour.) +30 injury and vitality resistance whereas sprinting (Not with Power armour.) +45 injury and vitality resistance whereas sprinting (Not with Power armour.)
Gunslinger (6) Your non-automatic pistols now do +10% injury. Your non-automatic pistols now do +20% injury. Your non-automatic pistols now do +30% injury.
Dead Man Sprinting (8) Sprint 10% sooner at elevated AP price when your well being is beneath 40%.
Packin’ Light (9) Your pistols weigh 25% much less. Your pistols weigh 50% much less. Your pistols weigh 75% much less.
Guerrilla (10) Your automated pistols do +10% injury. Your automated pistols do +15% injury. Your automated pistols do +20% injury.
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 assaults do 2.3x regular injury. Your melee sneak assaults do 2.6x regular injury. Your melee sneak assaults do 3x regular injury.
Evasive (17) Each Agility level provides +1 injury and vitality resistance (Maximum of 15). (Can’t be used with Power Armor) Each Agility level provides +2 injury and vitality resistance (Maximum of 30). (Can’t be used with Power Armor) Each Agility level provides +Three injury and vitality resistance (Maximum of 45). (Can’t be used with Power Armor)
Modern Renegade (18) Gain some pistol hip fireplace accuracy and a 1% probability to cripple a limb. Gain extra pistol hip fireplace accuracy and a 2% probability to cripple a limb. Gain much more pistol hip fireplace accuracy and a 3% probability to cripple a limb. Gain glorious pistol hip fireplace accuracy and a 4% probability to cripple a limb.
Sneak (20) You are 20% tougher to detect whereas sneaking. You are 40% tougher to detect whereas sneaking. You are 60% tougher to detect whereas sneaking. You are 80% tougher to detect whereas sneaking.
Home Defense (22) You can craft and disarm higher traps and craft higher turrets. (Plans required. You can craft and disarm superior traps and craft superior turrets. You can craft and disarm knowledgeable traps and craft knowledgeable turrets.
Expert Gunslinger (24) Your non-automatic pistols now do +10% injury. Your non-automatic pistols now do +15% injury. Your non-automatic pistols now do +20% injury.
Expert Guerrilla (25) Your automated pistols do +10% injury. Your automated pistols do +15% injury. Your automated pistols do +20% injury.
Covert Operative (27) Your ranged sneak assaults deal 2.15x regular injury. Your ranged sneak assaults deal 2.3x regular injury. Your ranged sneak assaults deal 2.5x regular injury.
Light Footed (29) While sneaking, by no means set off mines or floor-based traps.
Enforcer Card (30) Your shotguns achieve a 5% stagger probability and a 3% probability to cripple a limb. Your shotguns achieve a 10% stagger probability and a 6% probability to cripple a limb. Your shotguns achieve a 15% stagger probability and a 9% probability to cripple a limb. Your shotguns achieve a 20% stagger probability and a 12% probability to cripple a limb.
Goat Legs (32) Take 40% much less injury from falling. Take 80% much less injury from falling.
Ammosmith (34) Produce 30% extra rounds when crafting ammo. Produce 60% extra rounds when crafting ammo. Produce 100% extra rounds when crafting ammo.
Escape Artist (35) Sneak to lose enemies. Running not impacts stealth.
Mister Sandman (37) At evening, your silenced weapons do an extra 25% sneak injury. At evening, your silenced weapons do an extra 50% sneak injury.
White Knight (39) Your armor breaks 20% extra slowly and is cheaper to restore. Your armor breaks 40% extra slowly and is cheaper to restore. Your armor breaks 60% extra slowly and is cheaper to restore.
Master Gunslinger (41) Your non-automatic pistols now do +10% injury. Your non-automatic pistols now do +15% injury. Your non-automatic pistols now do +20% injury.
Master Guerrilla (43) Your automated pistols do +10% injury. Your automated pistols do +20% injury. Your automated pistols do +30% injury.
Dodgy (45) 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.
Secret Agent (47) Stealth Boys final twice as lengthy. Stealth Boys final 3 times as lengthy. Stealth Boys final 4 instances as lengthy.
Adrenaline (49) Gain +6% (max 36%) injury for 30 seconds per kill. Duration refreshes with subsequent kills. Gain +7% (max 42%) injury for 30 seconds per kill. Duration refreshes with subsequent kills. Gain +8% (max 48%) injury for 30 seconds per kill. Duration refreshes with subsequent kills. Rank 4: Gain +9% (max 54%) injury for 30 seconds per kill. Duration refreshes with subsequent kills.
Rank 5: Gain +10% (max 60%) injury for 30 seconds per kill. Duration refreshes with subsequent kills.
Gun Fu (50) VATS swaps targets on kill with +10% injury. VATS swaps targets on kill with +10% injury, then 20% injury to a second goal. VATS swaps targets on kill with +10%, 20%, after which 30% injury to 3 targets respectively.

Fallout 76 Luck perk record

Perk Name & stage requirement Rank 1 Rank 2 Rank 3 Rank 4
Pharma Farma (2) 40% probability to seek out further assist chems whenever you search a chem container. 60% probability to seek out further assist chems whenever you search a chem container. 80% probability to seek out further assist chems whenever you search a chem container.
Scrounger (3) 40% probability to seek out further ammo whenever you search an ammunition container. 60% probability to seek out further ammo whenever you search an ammunition container. 80% probability to seek out further ammo whenever you search an ammunition container.
Serendipity (5) While beneath 30% well being, achieve a 15% probability to keep away from injury. While beneath 35% well being, achieve a 30% probability to keep away from injury. While beneath 35% well being, achieve a 45% probability to keep away from injury.
Can Do! (7) 40% probability to seek out an additional canned good whenever you search a meals container. 60% probability to seek out an additional canned good whenever you search a meals container. 80% probability to seek out an additional canned good whenever you search a meals container.
Good With Salt (9) Food in your stock will spoil 30% slower than regular. Food in your stock will spoil 60% slower than regular. Food in your stock will spoil 90% slower than regular.
Junk Shield (10) Carry Junk to realize as much as 10 injury and vitality resistance (Doesn’t work with Power Armour) Carry Junk to realize as much as 20 injury and vitality resistance (Doesn’t work with Power Armour) Carry Junk to realize as much as 30 injury and vitality resistance (Doesn’t work with Power Armour)
Mystery Meat (12) Stimpaks could generate edible meat tissue. Higher rads enhance the prospect. Stimpaks generate edible, edible meat. Higher Rads enhance the prospect. Stimpaks generate extreme, edible meat. Higher Rads enhance the prospect.
Cap Collector (15) You have an opportunity to seek out extra bottle caps when opening a caps stash.
Woodchucker (17) Collect twice as a lot when harvesting wooden.
Curator (19) The advantages of bobbleheads and magazines final twice as lengthy.
Psychopath (21) Every kill in VATS has a 10% probability to refill your important meter. Every kill in VATS has a 20% probability to refill your important meter. Every kill in VATS has a 30% probability to refill your important meter.
Dry Nurse (23) You have a 50% probability to maintain your Stimpak when reviving one other participant.
Lucky Break (24) Slight probability your armour will restore itself when struck. Chance your armour will restore itself when struck. Chance your armour will tremendously restore itself when struck.
Mysterious Stranger (26) The mysterious stranger seems when utilizing V.A.T.S. The mysterious stranger seems usually when utilizing V.A.T.S. The mysterious stranger seems extra usually when utilizing V.A.T.S. (He is aware of your title!)
Last Laugh (27) You drop a reside grenade out of your stock whenever you die.
Four Leaf Clover (29) Each hit in VATS has an opportunity to fill your Critical meter. Each hit in VATS has a greater probability to fill your Critical meter. Each hit in VATS has a very good probability to fill your Critical meter.
Starched Genes (30) Reduced probability to mutate from rads and Radaway won’t ever remedy mutations. You won’t ever mutate from rads and Radaway won’t ever remedy mutations.
One Gun Army (31) Heavy weapons achieve a 2% stagger probability and a 2% probability to cripple a limb. Heavy weapons achieve a 4% stagger probability and a 4% probability to cripple a limb. Heavy weapons achieve a 6% stagger probability and a 6% probability to cripple a limb. Heavy weapons achieve a 8% stagger probability and a 8% probability to cripple a limb.
Grim Reaper’s Sprint (33) Any kill in VATS has a 15% probability to revive AP to full. Any kill in VATS has a 25% probability to revive AP to full. Any kill in VATS has a 35% probability to revive AP to full.
Storm Chaser (35) Gain well being regeneration whereas outdoors throughout rain or Rad Storms. Gain excessive well being regeneration whereas outdoors throughout rain or Rad Storms.
Tormentor (37) Your rifle assaults have 3% probability to cripple a limb. Your rifle assaults have 6% probability to cripple a limb. Your rifle assaults have 9% probability to cripple a limb. Your rifle assaults have 12% probability to cripple a limb.
Ricochet (38) Gain 6% probability to deflect again a few of an enemy’s ranged injury. Doesn’t apply in PVP. Gain 12% probability to deflect again a few of an enemy’s ranged injury. Doesn’t apply in PVP. Gain 18% probability to deflect again a few of an enemy’s ranged injury. Doesn’t apply in PVP.
Quick Hands (40) (0) – Gain a 6% probability to immediately reload your clip when empty. (28) – Gain a 12% probability to immediately reload your clip when empty. (28) – Gain a 18% probability to immediately reload your clip when empty.
Bloody Mess (42) 5% bonus injury. Enemies could explode into “a gory pink paste”. 10% bonus injury. Enemies could explode into “a gory pink paste”. 15% bonus injury. Enemies could explode into “a gory pink paste”.
Critical Savvy (44) Critical Hits now solely devour 85% of your important meter. Critical Hits now solely devour 70% of your important meter. Critical Hits now solely devour 55% of your important meter.
Class Freak (46) The damaging results of your mutations are lowered by 25%. The damaging results of your mutations are lowered by 50%. The damaging results of your mutations are lowered by 75%.
Better Criticals (47) VATS criticals now do +20% injury. VATS criticals now do +30% injury. VATS criticals now do +40% injury.
Mysterious Savior (49) A mysterious saviour will often seem to revive you if you find yourself downed. A mysterious saviour will often seem to revive you if you find yourself downed. A mysterious saviour will extra often seem to revive you if you find yourself downed.
Super Duper (50) When crafting something, there may be 10% probability you will double the outcomes. When crafting something, there may be 20% probability you will double the outcomes. When crafting something, there may be 30% probability you will double the outcomes. When crafting something, there may be 40% probability you will double the outcomes.

Ranking up the First Aid skill.

When do I acquire perk card packs?

You’ll usually acquire one perk card per stage up, however there are additionally some stage ups that reward you with one thing extra coveted: perk card packs. Every different stage from 4 to 10, then for each 5 ranges you achieve, you’ll obtain a perk card pack that comes with an assortment of semi-randomised perks. Some could also be duplicates of playing cards that you just already personal, whereas others could not have the ability to be used instantly. You’ll additionally acquire some particular gum and a joke card.


Can I share perk card results?

Absolutely, so long as you may have at the very least three factors in charisma, with every perk card requiring you to have a complete of 3 times the charisma in comparison with the cardboard’s equip price. If you’ve met these two situations, then you definately’ll have the ability to share your perks results along with your teammates.


Equipping perk playing cards

One different factor to notice is that the perk playing cards aren’t everlasting. You can combine and match at any time, which means yow will discover a second to swap sure perks for sure conditions. For instance, in case you have the perk card with a hacking capability, swap to that construct quickly to hack the terminal or entice, then swap again when you’re completed.


Upgrading perk card rankings

Some perk playing cards could appear a bit of under-powered at first look, however there’s a approach to enhance the general energy of these perks. Should you acquire a number of copies of a single sort of perk card, then you’ll be able to mix the 2 to make an upgraded model.

Note that you’ll need the very same copy of that perk card to extend the rating. For instance, in case you have two Rank 1 perk playing cards of the identical title, they are often upgraded to Rank 2. However, in case you want to enhance the rank of that new card, you’ll must have a second copy of that very same card, which means that you could be want to mix two extra Rank 1 perk playing cards of that title earlier than you’ll be able to improve to Rank 3.

Fallout 76 guide

Fallout 76 information collection

That’s all of the recognized Fallout 76 perk playing cards to date, however do examine again recurrently for updates to the recognized record of perks as quickly as we discover them within the Wasteland replace. There’s additionally some guides for the numerous quests that the game has all through the ruined world of Appalachia and what it’s essential to craft sure weapons. But for now, do try the remainder of our guides beneath:


Source

Bethesda Game Studios, Bethesda Softworks, Fallout 4, Fallout 76, Feature, guides

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