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Fallout 76 Perks For Crafting

Contents

  • one Overview
  • 2 Notes
  • 3 Perk list
    • 3.1 Force
    • 3.2 Perception
    • 3.3 Endurance
    • 3.iv Charisma
    • 3.5 Intelligence
    • 3.6 Agility
    • 3.7 Luck
    • 3.viii Legendary perks
  • 4 Nuclear Winter
  • 5 Gallery
  • half dozen Video

Overview

" Whether you want to be a dexterous charmer, a hardy bruiser or annihilation in-between, Fallout 76's Perk organization is designed to assist you build a amend you lot. Create a graphic symbol that's perfect for team play or solo adventuring, and don't exist afraid to switch things upwardly on the fly. With this new card-based arrangement, yous're never locked into your choices. "

Perk cards in Fallout 76 replace skills from previous titles. Each perk card costs points in its SPECIAL aspect to equip. Cards of higher rank are created by combining two identical cards of lower rank. Higher rank cards take greater effects. Players tin can equip multiple cards within a SPECIAL attribute and so long equally the total signal value of the cards equipped does non exceed the attribute level. The maximum aspect level is fifteen for each attribute and 56 across all SPECIALs. Players can bandy cards at whatever fourth dimension; this can exist especially useful when switching betwixt solo and group play.

At each level-upwards, players can cull i SPECIAL attribute to increase too as a new perk card (use navigation buttons to filter, past SPECIAL type, through unused perk cards). Players volition also receive perk card packs at levels 4, 6, 8, and 10, and on every fifth level up subsequently. Later on level 50, players will go on to level up and receive bill of fare packs merely cannot increment or reallocate points to any SPECIAL attribute (at least earlier the Locked & Loaded update theat introduced the ability to modify SPECIAL points and perk carte setups). Each pack contains four cards, some of which may be level-locked (These perk cards crave a minimum level to be equipped and volition display a padlock and the level needed to equip them). The last one will be a unique, animated foil bill of fare for the perk that is revealed.

Besides perks that have group furnishings, perks can be selected to be shared among team members. Each player tin can only choose ane perk to be shared at a time, and the selected perk tin exist inverse at whatsoever time during gameplay. All the same, the player must take a Charisma point level that is at least 3 times the rank of the perk card that is to be shared, regardless of what SPECIAL attribute the shared perk carte belongs to. Shared perk cards will not stack furnishings if duplicates are equipped or shared.

Notes

  • Some crafting plans crave specific perks to be used.
  • There are 205 unique perk cards in the launch version of the game.
  • To unlock every perk and maximize them, one must reach at to the lowest degree level 543, excluding if the perks are attained and ranked up by perk card packs.

Perk list

Force

" Strength is a measure of your raw physical ability. It affects how much you acquit, and the damage of all melee attacks. "

Force perks
Name Level Rank Description
Bandolier 22 ane Ballistic weapon ammo weighs 45% less.
2 Ballistic weapon ammo weighs 90% less.
Barbarian fourteen 1 Every signal of Strength adds +2 Impairment Resist (Max xl). (No Power Armor)
2 Every point of Strength adds +3 Impairment Resist (Max 60). (No Power Armor)
3 Every point of Forcefulness adds +four Damage Resist (Max lxxx). (No Power Armor)
Basher eleven 1 Gun bashing does +25% impairment with a 5% take a chance to cripple your opponent
2 Gun bashing does +l% damage with a 10% chance to cripple your opponent
Deport Arms 35 1 Heavy Guns weigh 30% less.
2 Heavy Guns weigh 60% less.
3 Heavy Guns weigh 90% less.
Blocker 21 1 Take 15% less harm from your opponents' melee attacks.
2 Have 30% less damage from your opponents' melee attacks.
3 Take 45% less damage from your opponents' melee attacks.
Bullet Shield 39 1 Gain 20 damage resistance while firing a heavy gun.
ii Gain 40 damage resistance while firing a heavy gun.
iii Gain lx damage resistance while firing a heavy gun.
Expert Gladiator twenty 1 Your one-handed melee weapons now do +10% damage.
two Your one-handed melee weapons at present do +xv% damage.
3 Your ane-handed melee weapons now exercise +20% impairment.
Expert Heavy Gunner 40 1 Your non-explosive heavy guns now practise +10% damage.
two Your non-explosive heavy guns at present practice +15% impairment.
iii Your non-explosive heavy guns now do +20% impairment.
Expert Shotgunner 23 one Your shotguns now do +10% impairment.
2 Your shotguns at present do +fifteen% damage.
iii Your shotguns now do +20% damage.
Skilful Slugger 24 1 Your two-handed melee weapons now do +10% damage.
2 Your two-handed melee weapons now practice +15% damage.
3 Your two-handed melee weapons now do +20% damage.
Full Charge 33 ane Sprinting in Power Armor consumes half as much Fusion Core energy.
two Sprinting in Power Armor consumes no actress Fusion Core energy.
Gladiator 2 i Your one-handed melee weapons now do +x% damage.
2 Your ane-handed melee weapons now practise +15% damage.
3 Your one-handed melee weapons now practice +twenty% damage.
Heavy Gunner 30 one Your non-explosive heavy guns now exercise +10% damage.
2 Your non-explosive heavy guns now practise +15% harm.
3 Your not-explosive heavy guns now do +20% damage.
Incisor 34 one Your melee attacks ignore 25% of your target'due south armor.
two Your melee attacks ignore 50% of your target's armor.
iii Your melee attacks ignore 75% of your target'due south armor.
Iron Fist five 1 Your punching attacks now exercise +10% damage.
2 Your punching attacks at present exercise +15% damage.
three Your punching attacks now do +20% damage.
Lock and Load 37 ane Heavy guns reload +10% faster.
two Heavy guns reload +20% faster.
3 Heavy guns reload +30% faster.
Martial Artist 16 i Your melee weapons weigh 20% less, and you can swing them 10% faster.
2 Your melee weapons weigh 40% less, and you can swing them 20% faster.
3 Your melee weapons weigh threescore% less, and y'all tin swing them 30% faster.
Chief Gladiator 43 1 Your one-handed melee weapons now do +ten% harm.
2 Your one-handed melee weapons now exercise +15% harm.
3 Your 1-handed melee weapons now practise +20% impairment.
Master Heavy Gunner 50 1 Your non-explosive heavy guns at present do +10% damage.
2 Your not-explosive heavy guns at present do +15% damage.
3 Your not-explosive heavy guns now practise +twenty% damage.
Master Shotgunner 45 ane Your shotguns now do +10% impairment.
two Your shotguns now do +fifteen% damage.
three Your shotguns at present exercise +xx% damage.
Master Slugger 48 1 Your 2-handed melee weapons now do +10% damage.
2 Your two-handed melee weapons now do +15% damage.
3 Your two-handed melee weapons now do +20% impairment.
Ordnance Express 31 1 Explosives weigh 30% less.
two Explosives weigh 60% less.
iii Explosives weigh 90% less.
Pack Rat vii one The weight of all junk items is reduced by 25%.
two The weight of all junk items is reduced by 50%.
3 The weight of all junk items is reduced past 75%.
Hurting Railroad train 41 1 Damage and stagger enemies by sprinting into them with Power Armor.
ii Smash and stagger enemies by sprinting into them with Power Armor.
3 Devastate and stagger enemies by sprinting into them with Power Armor.
Scattershot xviii ane Shotguns now weigh thirty% less and you reload them 10% faster.
2 Shotguns now counterbalance 60% less and yous reload them twenty% faster.
3 Shotguns at present counterbalance 90% less and y'all reload them 30% faster.
Shotgunner 10 one Your shotguns now do +10% harm.
2 Your shotguns now do +xv% damage.
3 Your shotguns now do +twenty% harm.
Slugger half dozen 1 Your ii-handed melee weapons now do +ten% harm.
2 Your two-handed melee weapons now do +15% harm.
iii Your ii-handed melee weapons at present practise +20% damage.
Strong Dorsum 26 ane Gain +10 to bear weight.
2 Gain +20 to bear weight.
3 Gain +30 to carry weight.
4 Gain +40 to carry weight.
Sturdy Frame 13 ane Armor weighs 25% less than normal.
two Armor weighs fifty% less than normal.
Traveling Pharmacy three one Weights of all Chems (including Stimpaks) are reduced by xxx%.
ii Weights of all Chems (including Stimpaks) are reduced past 60%.
3 Weights of all Chems (including Stimpaks) are reduced by 90%.

Perception

" Perception affects your awareness of nearby enemies, your ability to find stealthy motility, and your weapon accuracy in V.A.T.S. "

Perception perks
Name Level Rank Description
Archer eight 1 Your bows and crossbows at present practice +x% harm.
ii Your bows and crossbows now do +15% harm.
three Your bows and crossbows now exercise +20% damage.
Awareness 27 1 Yous tin view a target's specific damage resistance in V.A.T.S. Toll: 2
Bow Before Me ane Your bows and crossbows ignore 12% armor and take a 3% chance to stagger.
ii Your bows and crossbows ignore 24% armor and have a half dozen% chance to stagger.
3 Your bows and crossbows ignore 36% armor and have a ix% chance to stagger.
Butcher'southward Compensation 3 one 40% take a chance to find an extra meat when you "Search" an brute corpse.
2 60% chance to notice an extra meat when you lot "Search" an animal corpse.
iii lxxx% chance to find an extra meat when yous "Search" an animal corpse.
Commando xv 1 Basic gainsay training means automated rifles practise +10% damage.
2 Basic combat training means automatic rifles do +xv% impairment.
3 Bones combat preparation means automatic rifles do +20% damage.
Full-bodied Fire 2 1 V.A.T.Southward. now targets limbs. Focus fire to gain accurateness and damage per shot.
two Five.A.T.S. targets limbs. Focus fire to proceeds more accuracy and damage per shot.
3 V.A.T.Due south. targets limbs. Focus burn to gain high accuracy and damage per shot.
Crack Shot 7 i All pistols now take ten% more range and more accuracy when sighted.
2 All pistols now have 20% more range and more accuracy when sighted.
iii All pistols now have thirty% more range and more accuracy when sighted.
Expert Archer 20 1 Your bows and crossbows now practise +10% damage.
two Your bows and crossbows now do +15% damage.
3 Your bows and crossbows at present do +twenty% damage.
Expert Commando 25 i Bones combat training means automatic rifles do +x% damage.
ii Basic combat training means automated rifles do +15% damage.
3 Basic combat preparation means automated rifles practice +twenty% harm.
Fo76 Expert Picklock.png Skillful Picklock nineteen i Gain +one lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.
Adept Rifleman 20 1 Your non-automatic rifles at present do +10% damage.
2 Your non-automatic rifles at present do +xv% harm.
3 Your non-automatic rifles at present do +20% damage.
Exterminator 14 ane Your attacks ignore 25% armor of any insect.
2 Your attacks ignore 50% armor of any insect.
3 Your attacks ignore 75% armor of any insect.
Fire in the Hole 38 i See a throwing arc when tossing thrown weapons, and they fly xv% further.
ii See a throwing arc when tossing thrown weapons, and they fly thirty% further.
3 Run into a throwing arc when tossing thrown weapons, and they fly 50% further.
Fortune Finder 22 1 Y'all hear directional audio when in range of a Caps Stash.
Glow Sight 33 one Deal +20% harm to glowing enemies.
two Deal +40% damage to glowing enemies.
3 Deal +60% damage to glowing enemies.
Green Pollex four 1 Reap twice as much when harvesting flora.
Grenadier 35 1 Your explosives detonate with a 50% larger radius.
ii Your explosives detonate with twice the radius.
Ground Pounder 18 ane Automated rifles now reload x% faster and have better hip burn down accuracy.
2 Automatic rifles now reload 20% faster and have fifty-fifty improve hip burn accuracy.
3 Automatic rifles now reload 30% faster and take excellent hip burn down accuracy.
Long Shot 37 one Your rifles have 10% more range and more accuracy when sighted.
2 Your rifles have 20% more range and fifty-fifty more accurateness when sighted.
3 Your rifles have thirty% more range and excellent accuracy when sighted.
Master Archer 42 1 Your bows and crossbows at present do +10% damage.
ii Your bows and crossbows now do +xv% damage.
3 Your bows and crossbows now practise +20% damage.
Chief Commando 45 i Basic combat training means automatic rifles do +10% damage.
two Basic combat training means automatic rifles do +xv% impairment.
3 Basic gainsay training means automated rifles do +xx% harm.
Chief Picklock 40 one Gain +i lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.
Chief Rifleman 42 ane Your not-automatic rifles at present practice +ten% damage.
two Your non-automated rifles now do +xv% damage.
3 Your not-automatic rifles now do +20% damage.
Night Eyes 47 i Proceeds Night Vision while sneaking between 6:00 p.m. and vi:00 a.m. Cost: 2
Night Person 24 1 Proceeds +1 Intelligence and +1 Perception between the hours of six:00 p.1000. and half dozen:00 a.m.
two Gain +2 Intelligence and +2 Perception between the hours of 6:00 p.one thousand. and 6:00 a.m.
3 Gain +iii Intelligence and +iii Perception betwixt the hours of vi:00 p.yard. and half dozen:00 a.chiliad.
Pannapictagraphist 12 one You hear directional audio when in range of a Mag
Percepti-bobble sixteen i You lot hear directional audio when in range of a Bobblehead
Picklock 5 ane Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.
Refractor 32 1 Gain +10 Energy Resistance.
2 You now gain +20 Energy Resistance.
3 You at present gain +30 Energy Resistance.
4 You now gain +40 Free energy Resistance.
Rifleman 8 i Your non-automatic rifles at present do +ten% damage.
ii Your not-automatic rifles now do +fifteen% damage.
3 Your non-automatic rifles now do +twenty% damage.
Skeet Shooter 10 one Your shotguns take improved accurateness and spread
ii Your shotguns have even better accurateness and spread
three Your shotguns have first-class accuracy and spread
Sniper 28 ane Gain improved command and concord your jiff 25% longer while aiming scopes. Improved focus and better sighted accurateness.
2 Gain improved control and agree your breath 50% longer while aiming scopes.
three Proceeds improved control and hold your jiff 75% longer while aiming scopes.
Tank Killer 30 ane Your rifles and pistols ignore 12% armor and take a three% take chances to stagger.
2 Your rifles and pistols ignore 24% armor and accept a vi% hazard to stagger.
iii Your rifles and pistols ignore 36% armor and have a 9% hazard to stagger.

Endurance

" Endurance is a measure out of your overall physical fettle. It affects your total Health, the Action Indicate bleed from sprinting, and your resistance to disease. "

Endurance perks
Name Level Rank Description
Adamantium Skeleton 21 one Your limb damage is now reduced past thirty%
2 Your limb damage is now reduced past 60%
3 Your limb damage is completely eliminated.
All Night Long 41 one Hunger and thirst grow 20% more than slowly at night.
2 Hunger and thirst grow forty% more slowly at night.
iii Hunger and thirst grow lx% more slowly at nighttime.
Aquaboy/Aquagirl 26 1 You no longer take Rad damage from swimming and tin exhale underwater.
Cannibal xv 1 Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores Health and hunger.
2 Eating Homo, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores more Health and hunger.
iii Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores fifty-fifty more Health and hunger.
Chem Fiend 23 1 Any chems you take last 30% longer.
2 Any chems you take last 60% longer.
iii Any chems you lot take last 100% longer.
Chem Resistant 43 ane Y'all're one-half as likely to get fond when consuming Chems.
2 Y'all gain complete immunity to chem habit.
Cola Nut xiv 1 Nuka-Cola products are now twice as beneficial.
two Nuka-Cola products are now three times every bit beneficial.
Dromedary 3 i All drinks quench thirst past an boosted 25%.
2 All drinks quench thirst by an additional l%.
iii All drinks quench thirst past an boosted 75%.
Fireproof 27 1 Have xv% less damage from explosions and flame attacks.
2 Take 30% less harm from explosions and flame attacks.
3 Have 45% less impairment from explosions and flame attacks.
Ghoulish 36 1 Radiation now regenerates your lost Health.
two Radiation now regenerates more of your lost Health.
iii Radiation now regenerates even more of your lost Health!
Good Doggy viii 1 Eating dog food is at present three times as beneficial.
Hydro Ready 11 1 Chems generate 50% less thirst
2 Chems no longer generate thirst
Homebody nineteen 1 Gain gradual health regeneration while in your camp or workshop.
2 Gain improved wellness and limb regeneration while in your camp or workshop.
Iron Stomach 4 1 Your adventure to catch a illness from food is reduced by 30%.
2 Your hazard to take hold of a disease from nutrient is reduced by lx%.
3 Your chance to catch a disease from food is reduced by 90%.
Ironclad 30 ane Gain 10 Damage and Free energy Resistance while not wearing Ability Armor.
2 Proceeds xx Damage and Energy Resistance while not wearing Power Armor.
3 Gain xxx Damage and Energy Resistance while not wearing Power Armor.
4 Proceeds twoscore Damage and Energy Resistance while non wearing Power Armor.
5 Gain 50 Damage and Energy Resistance while not wearing Power Armor.
Lead Abdomen ii ane You have 30% less radiation from eating or drinking.
ii Yous take lx% less radiation from eating or drinking.
iii You take no radiation from eating or drinking.
Life Giver 50 1 Gain a total of +15 to your maximum Health. Cost: two
2 Gain a total of +30 to your maximum Health. Cost: 3
3 Gain a total of +45 to your maximum Wellness. Price: 4
Munchy Resistance 17 1 Using chems induces 50% less hunger.
two Chems now never induce hunger.
Natural Resistance 10 1 You are 30% less likely to catch a illness from the environment
2 You lot are sixty% less likely to catch a disease from the surroundings
iii You are ninety% less probable to take hold of a disease from the environment
Nocturnal Fortitude 31 i Gain +twenty to Max Wellness between the hours of six p.grand. and 6 a.m.
2 Gain +40 to Max Health between the hours of six p.m. and 6 a.1000.
Photosynthetic 47 1 Proceeds health regen between the hours of 6 a.m. and 6 p.grand.
ii Gain improved Wellness regen between the hours of half dozen a.thousand. and six p.g.
Professional person Drinker 39 i There's no run a risk you'll become addicted to alcohol. Cost: three
Rad Resistant 34 ane +ten Radiation Resistance.
2 +20 Radiation Resistance.
three +30 Radiation Resistance.
4 +forty Radiation Resistance.
Radicool 38 1 The greater your rads, the greater your strength! (+5 Max)
Rejuvenated 12 1 You lot gain increased benefit from being Well Fed or Well Hydrated.
ii You gain much increased benefit from existence Well Fed or Well Hydrated.
Revenant 32 1 Gain +25% harm bonus for 2 minutes when a player revives you.
ii Gain +l% damage bonus for ii minutes when a player revives you lot.
Boring Metabolizer 5 1 All food satisfies hunger past an additional 25%.
2 All food satisfies hunger past an additional l%.
3 All nutrient satisfies hunger past an additional 75%.
Solar Powered 22 1 Proceeds +one to STR and END between the hours of 6:00 a.m. and vi:00 p.yard.
ii Gain +ii to STR and Terminate between the hours of 6:00 a.m. and 6:00 p.m.
iii Gain +3 to STR and Finish between the hours of 6:00 a.m. and 6:00 p.one thousand.
Sun Kissed 45 1 Slowly regen radiations damage between the hours of 6 a.thousand. and half dozen p.m.
2 Quickly regen radiation damage between the hours of vi a.yard. and 6 p.m.
Thirst Quencher six 1 Drinking any liquid has a 30% reduced run a risk to cause disease.
2 Drinking any liquid has a 60% reduced take a chance to cause illness.
3 Drinking any liquid has a xc% reduced run a risk to cause disease.
Vaccinated 16 1 Chance of catching a disease from creatures is reduced by 30%
2 Chance of catching a disease from creatures is reduced by sixty%
3 Chance of catching a disease from creatures is reduced by 90%

Charisma

" Charisma is your power to atomic number 82 and help others. It allows you to share your Perk Cards (CHA must exist greater than or equal to three times the point value of the card yous wish to share) and also affects your rewards from Group Quests and prices when you barter. "

Charisma perks
Prototype Name Level Rank Description
Animal Friend 30 1 Aim your gun at whatsoever Beast below your level for a 25% risk to pacify it.
2 Aim your gun at any Animal beneath your level for a 50% chance to pacify information technology.
3 Aim your gun at whatever Animal below your level for a 75% chance to pacify it.
Anti-Epidemic 34 ane Your illness cures accept a fifty% risk to cure a disease on nearby teammates.
ii Your affliction cures e'er cure a affliction from nearby teammates too.
Bloodsucker eleven 1 Bloodpacks at present satisfy thirst, no longer irradiate, and heal 50% more than.
2 Bloodpacks satisfy more thirst, no longer irradiate, and heal 100% more than.
three Bloodpacks greatly satisfy thirst, no longer irradiate, and heal 150% more than.
Bodyguards five 1 Gain 6 Damage & Energy Resist(max 18) for each teammate, excluding you.
2 Gain 8 Damage & Energy Resist(max 24) for each teammate, excluding you.
iii Gain x Impairment & Free energy Resist (max 30) for each teammate, excluding you.
4 Gain 12 Harm & Free energy Resist (max 36) for each teammate, excluding y'all.
East.M.T. 9 1 Players you revive come back with wellness regen for fifteen seconds.
ii Players you revive come up back with improved wellness regen for xxx seconds.
three Players you revive come back with loftier health regen for 60 seconds.
Field Surgeon 15 one Stimpaks and RadAway will now piece of work much more quickly. Toll: ii
Friendly Fire 48 one Teammates hit by your flame weapons regen health briefly. (No Molotov)
ii Teammates hitting by your flame weapons regen more health briefly. (No Molotov)
three Teammates hitting by your flame weapons regen fifty-fifty more health. (No Molotov)
Happy Camper 3 i Hunger and thirst grow 40% more than slowly when in camp or in a squad workshop
two Hunger and thirst grow lxxx% more slowly when in camp or in a team workshop
Happy-Become-Lucky 17 1 Your Luck is increased by 2 while under the influence of alcohol.
2 Your Luck is increased past 3 while under the influence of alcohol.
Hard Bargain 7 1 Ownership and selling prices at vendors are better.
2 Buying and selling prices at vendors are even better.
three Buying and selling prices at vendors are now much better.
Healing Easily 28 1 Players you revive are cured of all Rads.
Injector 19 one Players y'all revive have +half dozen Action Point regen for 10 minutes.
2 Players you lot revive have +12 Action Indicate regen for 10 minutes.
three Players yous revive accept +18 Action Betoken regen for x minutes.
Inspirational two 1 When you are on a squad, gain 5% more XP.
two When yous are on a team, gain 10% more XP.
three When you are on a squad, gain 15% more XP.
Lone Wanderer 4 1 When adventuring solitary, take 10% less impairment and proceeds x% AP regen. Cost: 2
2 When adventuring lonely, take 15% less damage and gain 20% AP regen. Cost: three
iii When adventuring alone, take twenty% less damage and gain thirty% AP regen. Cost: 4
Magnetic Personality 13 i Proceeds 1 Charisma for each teammate, excluding yourself.
two Gain 2 Charisma for each teammate, excluding yourself.
Overly Generous 32 1 Rads increase your gamble to inflict 25 rads with a melee attack
2 Rads increase your chance to inflict 50 rads with a melee assail
Party Girl/Party Boy 24 1 The effects of alcohol are doubled. Toll: ii
2 The furnishings of alcohol are tripled. Toll: three
Philanthropist 39 1 Restore some of your teammates hunger and thirst when yous eat or drinkable.
ii Restore more of your teammates hunger and thirst when you swallow or potable.
3 Restore much more of your teammates hunger and thirst when you swallow or beverage.
Quack Surgeon 22 i Revive other players with liquor!
Rad Sponge 44 ane When affected by rads, you periodically heal 80 rads on nearby teammates.
two When afflicted by rads, you periodically heal 140 rads on nearby teammates.
3 When afflicted past rads, y'all periodically heal 200 rads on nearby teammates.
Spiritual Healer 36 1 You regenerate health for 5 seconds subsequently reviving another player.
2 You lot regenerate more health for seven seconds after reviving some other thespian.
3 You regenerate even more health for 10 seconds afterwards reviving another actor.
Squad Maneuvers 37 1 Run 10% faster when role of a team.
2 Run twenty% faster when office of a team.
Strange in Numbers 42 i Positive mutation effects are 25% stronger if teammates are mutated too.

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Suppressor xl i Reduce your target's damage output by x% for two seconds later on y'all assail.
ii Reduce your target's impairment output by 20% for ii seconds afterwards yous set on.
three Reduce your target'south harm output past 30% for 2 seconds afterward you attack.
Team Medic 20 1 Your stimpaks now also heal your teammates for half the normal strength.
2 Your stimpaks at present also heal nearby teammates for 75% of normal forcefulness.
3 Your stimpaks now also heal nearby teammates for their full force.
Tenderizer 46 1 Make your target receive 5% more than harm for v seconds after you attack.
2 Make your target receive 7% more damage for seven seconds afterwards yous attack.
three Brand your target receive 10% more damage for 10 seconds afterward you attack.
Travel Agent 26 i You pay 30% fewer Caps when Fast Traveling.
Wasteland Whisperer 50 1 Aim your gun a fauna below your level for a 25% chance to pacify it.
2 Aim your gun a brute below your level for a fifty% chance to pacify information technology.
3 Aim your gun a creature below your level for a 75% take a chance to pacify it.

Intelligence

" Intelligence is a mensurate of overall mental acuity (+2.072% XP per INT), and affects your ability to hack terminals, the status and durability of items that you craft, and the return yous get from scrapping. "

Intelligence perks
Image Name Level Rank Description
Armorer 15 i You can now craft advanced armor mods. (Plans Required)
2 Crafting armor now costs fewer materials.
3 Your crafted armor has improved durability.
Batteries Included 28 1 Free energy weapon ammo weighs thirty% less.
2 Free energy weapon ammo weighs 60% less.
3 Free energy weapon ammo weighs 90% less.
Pharmacist 34 one You get double the quantity when you lot craft chems!
Contractor 18 1 Crafting workshop items now costs 25% fewer materials.
2 Crafting workshop items at present costs l% fewer materials.
Demolition Good 10 i Your explosives do +20% harm
2 Your explosives do +xxx% damage
3 Your explosives do +40% damage
4 Your explosives practice +50% harm
5 Your explosives exercise +threescore% impairment
Expert Hacker 22 one Gain +1 hacking skill, and concluding lock-out time is reduced.
Outset Assist two ane Stimpaks restore xv% more lost Health.
2 Stimpaks restore 30% more than lost Health.
3 Stimpaks restore 45% more than lost Wellness.
Gear up It Good 27 ane You lot can repair armor and Power Armor to 130% of normal maximum status.
2 You tin can repair armor and Power Armor to 160% of normal maximum condition.
three You can repair armor and Power Armor to 200% of normal maximum status.
Gunsmith 11 i Guns intermission 10% slower and y'all tin can now craft Tier 1 guns (Plans required).
2 Guns break 20% slower and you can now arts and crafts Tier two guns (Plans required).
3 Guns break thirty% slower and yous can now arts and crafts Tier 3 guns (Plans required).
4 Guns suspension forty% slower and you tin now craft Tier 4 guns (Plans required).
5 Guns intermission 50% slower and you tin now craft Tier 5 guns (Plans required).
Hacker four 1 Gain +1 hacking skill, and terminal lock-out time is reduced.
Licensed Plumber 5 1 Your pipe weapons break 20% more than slowly and are cheaper to repair.
2 Your pipage weapons interruption 40% more than slowly and are cheaper to repair.
3 Your pipe weapons break 60% more slowly and are cheaper to repair.
Makeshift Warrior ix i Melee weapons break 10% slower and you can craft Tier i melee weapons. (Plans required)
ii Melee weapons break twenty% slower and yous can arts and crafts Tier ii melee weapons. (Plans required)
3 Melee weapons interruption 30% slower and y'all can craft Tier 3 melee weapons. (Plans required)
4 Melee weapons break 40% slower and y'all can craft Tier 4 melee weapons. (Plans required)
5 Melee weapons break 50% slower and you tin can arts and crafts Tier 5 melee weapons. (Plans required)
Principal Hacker 38 1 Proceeds +ane hacking skill, and terminal lock-out fourth dimension is reduced.
Nerd Rage! 46 1 While below xx% Health, gain 20 Damage Resist, 10% harm and 15% AP regen.
2 While below 20% Health, proceeds xxx Damage Resist, 15% damage and 15% AP regen.
3 While below 20% Health, gain 40 Damage Resist, 20% damage and 15% AP regen.
Pharmacist half-dozen 1 RadAway removes 30% more than radiations.
2 RadAway removes 60% more radiation.
3 RadAway removes twice equally much radiation.
Portable Power 49 1 All Power Armor parts and chassis weights are reduced by 25%.
2 All Power Armor parts and chassis weights are reduced by 50%.
iii All Power Armor parts and chassis weights are reduced by 75%.
Power Smith 41 ane You can at present craft avant-garde Ability Armor mods. (Plans required)
ii Crafting Ability Armor at present cost fewer materials.
iii Your crafted Power Armor now has improved durability.
Power Patcher 44 ane Your Ability Armor breaks 20% more slowly and is cheaper to repair.
2 Your Power Armor breaks forty% more slowly and is cheaper to repair.
three Your Power Armor breaks lx% more slowly and is cheaper to repair.
Power User 50 1 Fusion Cores now last thirty% longer.
2 Fusion Cores at present last 60% longer.
3 Fusion Core elapsing is now doubled.
Robotics Expert 48 1 Hack an enemy robot for a 25% chance to pacify it.
2 Hack an enemy robot for a 50% chance to pacify information technology.
3 Hack an enemy robot for a 75% chance to pacify it.
Scientific discipline twenty 1 You can now craft free energy guns. (Plans required)
ii Yous can arts and crafts Rank one energy gun mods. (Plans required)
Science Expert 31 ane Yous can craft Rank two energy gun mods. (Plans required)
2 Crafting energy guns now costs fewer materials.
Science Main 43 ane You can craft Rank 3 energy gun mods. (Plans required)
two Your crafted energy guns accept improved durability.
Scrapper 13 one Obtain more components when you fleck weapons and armor.
Stabilized 36 1 In Power Armor, heavy guns gain more accuracy and ignore xv% armor.
2 In Power Armor, heavy guns gain even more accuracy and ignore 30% armor.
3 In Power Armor, heavy guns proceeds first-class accuracy and ignore 45% armor.
Weapon Artisan 40 ane You lot can repair whatsoever weapon to 130% of normal maximum condition.
2 You can repair any weapon to 160% of normal maximum condition.
iii You can repair whatsoever weapon to 200% of normal maximum condition.
Wrecking Ball 29 1 You bargain +twoscore% damage to workshop objects.
2 You bargain +80% impairment to workshop objects.
3 You deal +120% damage to workshop objects.

Agility

" Agility is a mensurate of your overall finesse and reflexes. It affects the number of Action Points in V.A.T.S. and your ability to sneak. "

Agility perks
Image Name Level Rank Description
Action Boy/Activity Daughter ii 1 Activity points regenerate 15% faster.
2 Activity points regenerate 30% faster.
3 Action points regenerate 45% faster.
Adrenaline 49 1 Proceeds +6% (max 36%) damage for 30s per impale. Duration refreshes with kills.
2 Gain +7% (max 42%) damage for 30s per kill. Duration refreshes with kills.
3 Gain +8% (max 48%) impairment for 30s per kill. Duration refreshes with kills.
four Proceeds +9% (max 54%) damage for 30s per impale. Duration refreshes with kills.
v Gain +10% (max 60%) damage for 30s per impale. Duration refreshes with kills.
Ammosmith 34 1 Produce 40% more rounds when crafting armament.
2 Produce lxxx% more rounds when crafting ammunition.
Built-in Survivor 3 one Falling below 20% health will automatically utilise a Stimpak, once every 20s.
two Falling below xxx% wellness will automatically utilise a Stimpak, once every 20s.
3 Falling below 40% health will automatically use a Stimpak, once every 20s.
Covert Operative 27 1 Your ranged sneak attacks practice ii.15x normal harm.
2 Your ranged sneak attacks do 2.3x normal damage.
iii Your ranged sneak attacks do 2.5x normal impairment.
Dead Human being Sprinting 8 1 Sprint 10% faster at increased AP toll when your health is beneath 40%.
ii Sprint 20% faster at increased AP cost when your health is below 50%.
Dodgy 45 1 Avoid 10% of incoming damage at the cost of 30 Activeness Points per striking.
2 Avert 20% of incoming impairment at the cost of 30 Action Points per hit.
3 Avert xxx% of incoming impairment at the toll of 30 Activity Points per hit.
Enforcer 30 1 Your shotguns proceeds a v% stagger chance and a 10% chance to cripple a limb.
ii Your shotguns gain a x% stagger chance and a twenty% hazard to cripple a limb.
three Your shotguns gain a 15% stagger take chances and a thirty% take chances to cripple a limb.
Escape Artist 35 1 Sneak to lose enemies, and running no longer affects stealth.
Evasive 17 1 Each AGI point adds +ane Impairment and Energy Resist (Max 15). (No Ability Armor)
2 Each AGI point adds +two Damage and Free energy Resist (Max 30). (No Power Armor)
3 Each AGI point adds +3 Impairment and Energy Resist (Max 45). (No Ability Armor)
Expert Guerrilla 25 1 Your automated pistols now do +ten% damage
2 Your automatic pistols now practise +15% damage
3 Your automatic pistols now do +20% damage
Expert Gunslinger 24 one Your non-automatic pistols now do +10% damage.
ii Your non-automatic pistols now do +xv% damage.
3 Your non-automatic pistols at present do +20% harm.
Goat Legs 32 1 Have 40% less damage from falling.
2 Take fourscore% less damage from falling.
Guerrilla 10 1 Your automated pistols now do +10% impairment
ii Your automatic pistols now do +15% harm
iii Your automatic pistols now do +20% damage
Gun Fu 50 1 V.A.T.Southward. swaps targets on kill with +x% damage to your adjacent target.
2 Five.A.T.S. swaps targets on kill with +10% then 20% harm to your adjacent 2 targets.
three V.A.T.S. swaps targets on impale with +10%, xx%, and so 30% damage to your side by side three targets.
Gun Runner 4 1 Your running speed is increased by 10% when you accept a pistol equipped
2 Your running speed is increased by xx% when y'all have a pistol equipped
Gunslinger 6 1 Your non-automatic pistols now do +x% damage.
2 Your non-automatic pistols now do +xv% damage.
3 Your not-automatic pistols now do +20% damage.
Home Defense 22 1 Y'all can craft and disarm ameliorate traps and craft better turrets. (Plans required)
two You tin arts and crafts and disarm advanced traps and craft advanced turrets. (Plans required)
3 You lot can craft and disarm expert traps and arts and crafts expert turrets. (Plans required)
Light Footed 38 1 While sneaking, you never trigger mines or floor-based traps.
Marathoner 13 1 Sprinting consumes 20% fewer Action Points. (No Ability Armor)
2 Sprinting consumes 30% fewer Action Points. (No Power Armor)
3 Sprinting consumes forty% fewer Activeness Points. (No Power Armor)
Master Guerrilla 43 1 Your automated pistols at present do +10% damage
2 Your automatic pistols now practise +15% damage
3 Your automatic pistols at present practise +xx% damage
Master Gunslinger 41 ane Your not-automatic pistols at present do +10% harm.
2 Your not-automatic pistols now do +15% damage.
3 Your non-automated pistols at present do +xx% impairment.
Mister Sandman 37 one At nighttime your silenced weapons exercise an additional 25% sneak attack damage.
2 At night your silenced weapons do an additional 50% sneak assault harm.
Modern Renegade xviii i Proceeds Pistol hip burn accuracy and a +2% chance to cripple a limb.
2 Proceeds more than Pistol hip fire accuracy and a +3% take chances to cripple a limb.
3 Gain first-class Pistol hip burn accuracy and a +4% take a chance to cripple a limb.
Moving Target 5 1 Gain +xv Impairment and Energy Resistance while sprinting. (No Ability Armor)
ii Gain +30 Harm and Energy Resistance while sprinting. (No Power Armor)
iii Gain +45 Damage and Energy Resistance while sprinting. (No Power Armor)
Ninja fifteen ane Your melee sneak attacks do two.3x normal harm.
2 Your melee sneak attacks do 2.6x normal damage.
three Your melee sneak attacks do 3x normal damage.
Packin' Light ix ane Your pistols counterbalance 25% less.
ii Your pistols weigh l% less.
3 Your pistols weigh 75% less.
Secret Amanuensis 47 one Stealth Boys last twice equally long.
2 Stealth Boys last iii times equally long.
3 Stealth Boys terminal 4 times equally long.
Sneak 20 1 You lot are 25% harder to detect while sneaking.
2 You are 50% harder to observe while sneaking.
three You are 75% harder to detect while sneaking.
Thru-hiker 7 1 Food and drink weights are reduced past 30%.
two Nutrient and beverage weights are reduced by 60%.
3 Food and drinkable weights are reduced by 90%.
White Knight 39 i Your armor breaks 20% more slowly and is cheaper to repair.
2 Your armor breaks xl% more than slowly and is cheaper to repair.
3 Your armor breaks 60% more than slowly and is cheaper to repair.

Luck

" Luck is a mensurate of your overall expert fortune, and affects the recharge rate of critical hits as well as the condition and durability of items you boodle. "

Luck perks
Image Proper noun Level Rank Description
Better Criticals 47 1 Five.A.T.S. criticals at present do +xx% damage.
two V.A.T.S. criticals now do +xxx% impairment.
3 V.A.T.Southward. criticals now do +40% impairment.
Encarmine Mess 42 1 v% bonus damage means enemies may explode into a gory cerise paste.
2 10% bonus harm ways enemies may explode into a gory red paste.
3 15% bonus harm means enemies may explode into a gory red paste.
Tin can Practise! seven 1 40% chance to find an extra canned food when yous "Search" a food container.
two 60% chance to detect an actress canned food when you "Search" a food container
3 80% chance to find an extra canned food when you "Search" a nutrient container
Cap Collector sixteen 1 You have a chance to notice more bottle caps when opening a caps stash.
2 You have a ameliorate chance to find more caps when opening a caps stash.
three You always find more bottle caps when opening a caps stash.
Class Freak 46 1 The negative effects of your mutations are reduced by 25%.
two The negative effects of your mutations are reduced by 50%.
3 The negative effects of your mutations are reduced by 75%.
Critical Savvy 44 1 Critical Hits now just consume 85% of your disquisitional meter.
two Critical Hits now only eat lxx% of your critical meter.
3 Critical Hits now just consume 55% of your critical meter.
Curator 19 1 The benefits of bobbleheads and magazines last twice every bit long.
Dry Nurse 23 one You have a 50% chance to proceed your Stimpak when you revive another histrion.
Iv Leaf Clover 29 1 Each hit in 5.A.T.S. has a chance to fill your Critical meter.
2 Each hit in V.A.T.S. has a better chance to make full your Critical meter.
3 Each hit in V.A.T.S. has an fantabulous chance to make full your Critical meter.
Adept with Table salt 9 i Nutrient in your inventory will spoil xxx% more slowly.
2 Food in your inventory will spoil lx% more than slowly.
iii Nutrient in your inventory will spoil 90% more slowly.
Grim Reaper's Sprint 33 1 Any impale in Five.A.T.S. has a 15% chance to restore all Activeness Points.
two Any kill in V.A.T.Due south. has a 25% risk to restore all Action Points.
iii Any kill in Five.A.T.S. has a 35% take chances to restore all Action Points.
Junk Shield 10 1 Carry junk to gain up to 10 Impairment and Free energy Resistance. (No Power Armor)
2 Conduct junk to proceeds up to 20 Damage and Free energy Resistance. (No Power Armor)
3 Bear junk to gain up to 30 Damage and Energy Resistance. (No Ability Armor)
Last Laugh.png Last Laugh 27 1 You lot drop a live grenade from your inventory when you die.
Luck of the Depict fourteen 1 Slight take a chance your weapon volition repair itself when hit an enemy.
two Take a chance your weapon will repair itself even more when hitting an enemy.
3 Risk your weapon will greatly repair itself when hitting an enemy.
Lucky Break 24 i Slight hazard your equipped armor will repair itself when struck.
2 Chance your equipped armor will repair itself fifty-fifty more when struck.
three Adventure your equipped armor will profoundly repair itself when struck.
Mysterious Savior 49 ane A Mysterious Savior will occasionally announced to revive you when downed.
2 A Mysterious Savior volition more frequently appear to revive yous when downed.
3 The Mysterious Savior will regularly announced to revive you when downed.
Mysterious Stranger 26 1 The Mysterious Stranger volition appear occasionally in V.A.T.S. to lend a manus.
2 The Mysterious Stranger appears more than often when using Five.A.T.Due south.
3 The Mysterious Stranger appears so much in V.A.T.S., he knows y'all by name.
Mystery Meat 12 one Stimpaks may generate edible meat tissue. Higher Rads amend the chance.
two Stimpaks generate edible meat. Higher Rads improve the run a risk.
3 Stimpaks generate excessive edible meat. Higher Rads ameliorate the chance.
One Gun Army 31 1 Heavy guns gain a 4% stagger chance and a 4% run a risk to cripple a limb.
ii Heavy guns gain a 8% stagger chance and a 8% chance to cripple a limb.
3 Heavy guns proceeds a 12% stagger adventure and a 12% take a chance to cripple a limb.
Pharma Farma ii one 40% take a chance to find extra first aid Chems when you "Search" a chem container.
2 lx% hazard to detect extra first aid Chems when you "Search" a chem container.
3 eighty% run a risk to find actress first assist Chems when you "Search" a chem container.
Psychopath 21 1 Any kill in V.A.T.South has a 5% take a chance to refill your Disquisitional Meter.
2 Whatsoever impale in V.A.T.S has a 10% chance to refill your Critical Meter.
iii Any kill in Five.A.T.S has a 15% run a risk to refill your Critical Meter.
Quick Easily 40 1 Gain a six% take a chance to instantly reload when your clip is empty.
2 Gain a 12% hazard to instantly reload when your clip is empty.
three Proceeds a 18% chance to instantly reload when your clip is empty.
Ricochet 38 1 Gain a 6% take chances to deflect dorsum some of enemies' ranged damage. (No PvP)
two Gain a 12% chance to deflect back some of enemies' ranged damage. (No PvP)
3 Gain a 18% run a risk to deflect dorsum some of enemies' ranged damage. (No PvP)
Scrounger 3 1 40% chance to find extra ammo when you lot "Search" an ammo container.
2 60% chance to discover actress ammo when you "Search" an ammo container.
3 80% chance to find extra ammo when yous "Search" an ammo container.
Serendipity 5 one While beneath 35% health, gain a fifteen% hazard to avoid damage.
two While below 35% health, gain a 30% chance to avoid damage.
iii While beneath 35% health, gain a 45% chance to avoid damage.
Starched Genes xxx 1 Less chance for y'all to mutate from rads or for Radaway to cure mutations.
ii You lot will never mutate from Rads and Radaway volition never cure mutations.
Storm Chaser 35 i Gain health regeneration while outside during rain or Rad Storms.
2 Gain high health regeneration while exterior during rain or Rad Storms.
Super Duper fifty one When y'all craft anything, there is a 10% hazard you'll go double results!
ii When you craft anything, there is a 20% chance you'll get double results!
3 When you arts and crafts anything, there is a 30% adventure you'll get double results!
Tormentor 37 1 Your rifle attacks have a v% hazard of crippling a limb.
2 Your rifle attacks have a ten% hazard of crippling a limb.
iii Your rifle attacks have a 15% risk of crippling a limb.
Woodchucker 17 one Collect twice as much when harvesting wood

Legendary perks

Legendary perks are a term for the 16 powerful, passive abilities the player character tin can equip, with the get-go legendary slot unlocking at level 50, and new ones at levels 75, 100, 150, 200, and 300. Upon unlocking a slot, a single legendary perk card can be chosen and fit into that slot, offering its bonus immediately.

Each legendary perk has four ranks and tin can be leveled up with "perk coins," which can exist earned by scrapping normal perk cards. Legendary perk slots are account-wide, so those slots will be instantly available on any new character, allowing a varying degree of legendary perk cards for each possible build, though without the benefit of having them at the maximum rank.

Nuclear Winter

There is a separate collection of perk cards when playing Nuclear Winter. Some cards are upgraded versions of the ones constitute in Risk/Survival way, while some are make new and exclusive to the Nuclear Wintertime game mode. All perk cards still have a SPECIAL point requirement, so the role player character volition need points allocated in certain SPECIAL attributes in guild to equip the perk cards they desire. Unfortunately, there is no mode to alter your SPECIAL signal allocations while playing in Nuclear Wintertime manner at this time, then the player will accept to alter it in Adventure/Survival mode, instead.

If the player enters Nuclear Winter with their Hazard/Survival way character, they volition retain all of their SPECIAL bespeak allocations just lose all of the passive stats that keep with them.

The player graphic symbol has the ability to pick only seven perk cards for a round of Nuclear Winter. Nevertheless, they will have the opportunity to modify their card selections prior to the round starting, while the player character is able to explore Vault 51 while waiting in a queue for a match to start. The role player character is not able to change their perk carte selections during the match itself.

Gallery

Video

Perks in Fallout 76

Fallout 76 Perks For Crafting,

Source: https://fallout.fandom.com/wiki/Fallout_76_perks

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