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Gametitle-FO76
Gametitle-FO76

Informations Générales Modifier

Like Fallout 4 perks, perk cards in Fallout 76 replace skills from previous titles. Each perk card costs points in its SPECIAL attribute to equip. Cards that are higher rank cost additional points after they are created by combining 2 identical cards of lower rank. Higher rank cards have greater effects. Players can equip multiple cards within a SPECIAL attribute so long as the total point cost of the cards does not exceed the attribute level, the maximum being 15 for each and 56 across all SPECIALs (7 from starting with each at 1, and 49 from leveling up). Players can swap cards at anytime which can be especially useful when switching between solo and group play.

After each level up, players can choose 1 SPECIAL attribute to increase along with a perk card from any attribute (use navigation buttons to filter through different card types), including cards already acquired through leveling up. Players will also receive perk card packs at level 4, 6, 8, and 10, and then every 5th level. After level 50, players will continue to level up and receive card packs but cannot increase any SPECIAL attribute. Each pack contains 4 cards, some of which may be level locked. These perk cards require a minimum player character level to be equipped and will display a padlock and the level needed to equip it. After level 50, at each level up users may choose a new perk card or to reallocate a previously allocated SPECIAL point to a new category.

Beside perks that have group effects, perks can be selected to be shared amongst team members. Each player can only choose one perk to be shared at a time, and the selected perk can be changed at any time during gameplay. However, the player must have 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 card belongs to.

Certains plans d'artisanat nécessitent des aptitudes spécifiques.

Il y a 205 cartes d'aptitudes unique dans la version de base du jeu.

Pour déverrouiller et optimiser chaque aptitude, le joueur doit atteindre au moins le niveau 543.

Liste Modifier

Force Modifier

La force correspond à votre puissance physique brute. Elle détermine le poids que vous pouvez porter et les dégâts infligés par vos attaques au corps à corps.

Each point of strength add 5lbs of carry capacity, starting with 155lbs at Strength 1.

Nom Niveau Rang(s) Description Base ID
Poing de fer 2 1 +20% de dégâts des coups de poings avec 5% de chance de faire vaciller. 00000000
2 +40% de dégâts des coups de poings avec 10% de chance de faire vaciller. 00000000
3 +60% de dégâts des coups de poings avec 15% de chance de faire vaciller. 00000000
4 +80% de dégâts des coups de poings avec 20% de chance de faire vaciller. 00000000
5 +100% de dégâts des coups de poings avec 25% de chance de faire vaciller. 00000000
Pharmacie itinérante 3 1 Poids de toutes les drogues (dont les Stimpaks) -30%. 00000000
2 Poids de toutes les drogues (dont les Stimpaks) -60%. 00000000
3 Poids de toutes les drogues (dont les Stimpaks) -90%. 00000000
Cartouchière 4 1 Poids des munitions des armes balistiques -30%. 00000000
2 Poids des munitions des armes balistiques -60%. 00000000
3 Poids des munitions des armes balistiques -90%. 00000000
Gladiateur 5 1 +10% de dégâts avec les armes de corps à corps à une main. 00000000
2 +15% de dégâts avec les armes de corps à corps à une main. 00000000
3 +20% de dégâts avec les armes de corps à corps à une main. 00000000
Ferrailleur 6 1 Poids de tout bric-à-brac -25%. 00000000
2 Poids de tout bric-à-brac -50%. 00000000
3 Poids de tout bric-à-brac -75%. 00000000
Pro de la batte 7 1 +10% de dégâts avec les armes de corps à corps à deux mains. 00000000
2 +15% de dégâts avec les armes de corps à corps à deux mains. 00000000
3 +20% de dégâts avec les armes de corps à corps à deux mains. 00000000
As du fusil cal. 12 10 1 +10% de dégâts avec les fusils cal. 12. 00000000
2 +15% de dégâts avec les fusils cal. 12. 00000000
3 +20% de dégâts avec les fusils cal. 12. 00000000
Cogneur 11 1 +25% de dégâts avec les coups de crosse et 5% de chance de rendre infirme. 00000000
2 +50% de dégâts avec les coups de crosse et 10% de chance de rendre infirme. 00000000
Armature équilibrée 13 1 Poids de l'armure -25%. 00000000
2 Poids de l'armure -50%. 00000000
Barbare 14 1 +2 de résistance aux dégâts par point de force (40 max) (sans armure assistée) 00000000
2 +3 de résistance aux dégâts par point de force (60 max) (sans armure assistée) 00000000
3 +4 de résistance aux dégâts par point de force (80 max) (sans armure assistée) 00000000
Maître en arts martiaux 16 1 Poids des armes de corps à corps -20% et vitesse de maniement +10%. 00000000
2 Poids des armes de corps à corps -40% et vitesse de maniement +20%. 00000000
3 Poids des armes de corps à corps -60% et vitesse de maniement +30%. 00000000
Tous azimuts 18 1 Poids des fusils cal. 12 -20% et temps de rechargement -10%. 00000000
2 Poids des fusils cal. 12 -40% et temps de rechargement -20%. 00000000
3 Poids des fusils cal. 12 -60% et temps de rechargement -30%. 00000000
4 Poids des fusils cal. 12 -80% et temps de rechargement -40%. 00000000
Gladiateur expert 20 1 +10% de dégâts avec les armes de corps à corps à une main. 00000000
2 +15% de dégâts avec les armes de corps à corps à une main. 00000000
3 +20% de dégâts avec les armes de corps à corps à une main. 00000000
Garde levée 21 1 -15% de dégâts subis au corps à corps. 00000000
2 -30% de dégâts subis au corps à corps. 00000000
3 -45% de dégâts subis au corps à corps. 00000000
Expert du fusil cal. 12 23 1 +10% de dégâts avec les fusils cal. 12. 00000000
2 +15% de dégâts avec les fusils cal. 12. 00000000
3 +20% de dégâts avec les fusils cal. 12. 00000000
Expert de la batte 24 1 +10% de dégâts avec les armes de corps à corps à deux mains. 00000000
2 +15% de dégâts avec les armes de corps à corps à deux mains. 00000000
3 +20% de dégâts avec les armes de corps à corps à deux mains. 00000000
Reins d'acier 26 1 +10 points de charge maximale. 00000000
2 +20 points de charge maximale. 00000000
3 +30 points de charge maximale. 00000000
4 +40 points de charge maximale. 00000000
Artillerie lourde 30 1 +10% de dégâts avec les armes lourdes non explosives. 00000000
2 +15% de dégâts avec les armes lourdes non explosives. 00000000
3 +20% de dégâts avec les armes lourdes non explosives. 00000000
Livraison d'obus 31 1 Poids des explosifs -30%. 00000000
2 Poids des explosifs -60%. 00000000
3 Poids des explosifs -90%. 00000000
Charge totale 33 1 Consommation du réacteur à fusion divisée par 2 lors d'un sprint en armure assistée. 00000000
2 Consommation du réacteur à fusion sans supplément lors d'un sprint en armure assistée. 00000000
Incisif 34 1 Vos armes de corps à corps ignorent 25% de l'armure de la cible. 00000000
2 Vos armes de corps à corps ignorent 50% de l'armure de la cible. 00000000
3 Vos armes de corps à corps ignorent 75% de l'armure de la cible. 00000000
Grandes mains, gros flingues 35 1 Poids des armes lourdes -20%. 00000000
2 Poids des armes lourdes -40%. 00000000
3 Poids des armes lourdes -60%. 00000000
4 Poids des armes lourdes -80%. 00000000
Paré à tirer 37 1 Vitesse de rechargement des armes lourdes -10%. 00000000
2 Vitesse de rechargement des armes lourdes -20%. 00000000
3 Vitesse de rechargement des armes lourdes -30%. 00000000
Barrage de balles 39 1 +10 points de résistance aux dégâts en tirant avec une arme lourde. 00000000
2 +20 points de résistance aux dégâts en tirant avec une arme lourde. 00000000
3 +30 points de résistance aux dégâts en tirant avec une arme lourde. 00000000
4 +40 points de résistance aux dégâts en tirant avec une arme lourde. 00000000
Expert en artillerie lourde 40 1 +10% de dégâts avec les armes lourdes non explosives. 00000000
2 +15% de dégâts avec les armes lourdes non explosives. 00000000
3 +20% de dégâts avec les armes lourdes non explosives. 00000000
Locomotive 41 1 Foncez sur l'ennemi avec une armure assistée pour infliger des dégâts et faire vaciller. 00000000
2 Foncez sur l'ennemi avec une armure assistée pour écraser et faire vaciller. 00000000
3 Foncez sur l'ennemi avec une armure assistée pour anéantir et faire vaciller. 00000000
Maître gladiateur 43 1 +10% de dégâts avec les armes de corps à corps à une main. 00000000
2 +15% de dégâts avec les armes de corps à corps à une main. 00000000
3 +20% de dégâts avec les armes de corps à corps à une main. 00000000
Maître du fusil cal. 12 45 1 +10% de dégâts avec les fusils cal. 12. 00000000
2 +15% de dégâts avec les fusils cal. 12. 00000000
3 +20% de dégâts avec les fusils cal. 12. 00000000
Maître de la batte 48 1 +10% de dégâts avec les armes de corps à corps à deux mains. 00000000
2 +15% de dégâts avec les armes de corps à corps à deux mains. 00000000
3 +20% de dégâts avec les armes de corps à corps à deux mains. 00000000
Maître d'artillerie lourde 50 1 +10% de dégâts avec les armes lourdes non explosives. 00000000
2 +15% de dégâts avec les armes lourdes non explosives. 00000000
3 +20% de dégâts avec les armes lourdes non explosives. 00000000

Perception Modifier

La perception représente votre capacité à détecter les ennemis proches, les mouvements furtifs, et la précision de votre arme en mode SVAV.

Nom Niveau Rang(s) Description Base ID
Tir groupé 2 1 Possibilité de viser les membres en mode SVAV. Concentrez vos tirs pour améliorer la précision et les dégâts. 00000000
2 Viser les membres en mode SVAV. Concentrez vos tirs pour améliorer plus la précision et les dégâts. 00000000
3 Viser les membres en mode SVAV. Concentrez vos tirs pour améliorer toujours plus la précision et les dégâts. 00000000
Connaissances de boucher 3 1 40% de chances de trouver plus de viande en fouillant un cadavre d'animal. 00000000
2 60% de chances de trouver plus de viande en fouillant un cadavre d'animal. 00000000
3 80% de chances de trouver plus de viande en fouillant un cadavre d'animal. 00000000
Main verte 4 1 2x plus d'ingrédients en récoltant de la flore. 00000000
Crochetage 5 1 +1 en crochetage, le "point critique" est 10% plus large. 00000000
Fine gâchette 7 1 +5% de portée supplémentaire pour tous les pistolets et toujours plus de précision à la visée. 00000000
2 +10% de portée supplémentaire pour tous les pistolets et toujours plus de précision à la visée. 00000000
3 +15% de portée supplémentaire pour tous les pistolets et toujours plus de précision à la visée. 00000000
4 +20% de portée supplémentaire pour tous les pistolets et toujours plus de précision à la visée. 00000000
Fusilier 8 1 +10% de dégâts avec les fusils non automatiques. 00000000
2 +15% de dégâts avec les fusils non automatiques. 00000000
3 +20% de dégâts avec les fusils non automatiques. 00000000
Tir au pigeon 10 1 Précision et dispersion des fusils cal. 12 de plus en plus améliorées. 00000000
2 Précision et dispersion des fusils cal. 12 de plus en plus améliorées. 00000000
3 Précision et dispersion des fusils cal. 12 de plus en plus améliorées. 00000000
Collectionneur de magazine 12 1 Un son directionnel indique la proximité d'un magazine. 00000000
Entomologue 14 1 Vos attaques ignorent 25% de l'armure des insectes. 00000000
2 Vos attaques ignorent 50% de l'armure des insectes. 00000000
3 Vos attaques ignorent 75% de l'armure des insectes. 00000000
Commando 15 1 +10% de dégâts avec des fusils automatiques grâce à l'entraînement. 00000000
2 +15% de dégâts avec des fusils automatiques grâce à l'entraînement. 00000000
3 +20% de dégâts avec des fusils automatiques grâce à l'entraînement. 00000000
Collectionneur de figurine 16 1 Un son directionnel indique la proximité d'une figurine. 00000000
Fantassin 18 1 -10% de temps de rechargement des fusils automatiques ; précision des tirs au jugé de plus en plus améliorée. 00000000
2 -20% de temps de rechargement des fusils automatiques ; précision des tirs au jugé de plus en plus améliorée. 00000000
3 -30% de temps de rechargement des fusils automatiques ; précision des tirs au jugé de plus en plus améliorée. 00000000
4 -40% de temps de rechargement des fusils automatiques ; précision des tirs au jugé de plus en plus améliorée. 00000000
Expert en crochetage 19 1 +1 en crochetage, le "point critique" est 10% plus large. 00000000
Expert au fusil 20 1 +10% de dégâts avec les fusils non automatiques. 00000000
2 +15% de dégâts avec les fusils non automatiques. 00000000
3 +20% de dégâts avec les fusils non automatiques. 00000000
Dénicheur de trésor 22 1 Un son directionnel indique la proximité d'une cachette de capsules. 00000000
Nyctalope 24 1 +1 d'Intelligence et +1 de Perception entre 18h et 6h. 00000000
2 +2 d'Intelligence et +2 de Perception entre 18h et 6h. 00000000
3 +3 d'Intelligence et +3 de Perception entre 18h et 6h. 00000000
Commando expert 25 1 +10% de dégâts avec des fusils automatiques grâce à l'entraînement rigoureux. 00000000
2 +15% de dégâts avec des fusils automatiques grâce à l'entraînement rigoureux. 00000000
3 +20% de dégâts avec des fusils automatiques grâce à l'entraînement rigoureux. 00000000
Sens affûtés 27 2 Résistances de la cible affichées en mode SVAV. 00000000
Sniper 28 1 Tremblement réduits et souffle retenu 20% plus longtemps en visée à la lunette. 00000000
2 Tremblement réduits et souffle retenu 40% plus longtemps en visée à la lunette. 00000000
3 Tremblement réduits et souffle retenu 60% plus longtemps en visée à la lunette. 00000000
Anti-tank 30 1 Vos fusils ignorent 10% de l'armure et ont 2% de chance de faire vaciller. 00000000
2 Vos fusils ignorent 20% de l'armure et ont 4% de chance de faire vaciller. 00000000
3 Vos fusils ignorent 30% de l'armure et ont 6% de chance de faire vaciller. 00000000
4 Vos fusils ignorent 40% de l'armure et ont 8% de chance de faire vaciller. 00000000
Réfracteur 32 1 Résistance à l'énergie +5. 00000000
2 Résistance à l'énergie +10. 00000000
3 Résistance à l'énergie +15. 00000000
4 Résistance à l'énergie +20. 00000000
Lumière obscure 33 1 +20% de dégâts aux ennemis luminescents. 00000000
2 +40% de dégâts aux ennemis luminescents. 00000000
3 +60% de dégâts aux ennemis luminescents. 00000000
Grenadier 35 1 +50% de la zone d'effet de vos explosifs. 00000000
2 Doublement de la zone d'effet de vos explosifs. 00000000
Tir lointain 37 1 +5% de portée supplémentaire pour tous les fusils et toujours plus de précision à la visée. 00000000
2 +10% de portée supplémentaire pour tous les fusils et toujours plus de précision à la visée. 00000000
3 +15% de portée supplémentaire pour tous les fusils et toujours plus de précision à la visée. 00000000
4 +20% de portée supplémentaire pour tous les fusils et toujours plus de précision à la visée. 00000000
Ça va péter ! 38 1 Portée des grenades +15%, un arc de lancer matérialise la trajectoire. 00000000
2 Portée des grenades +30%, un arc de lancer matérialise la trajectoire. 00000000
3 Portée des grenades +50%, un arc de lancer matérialise la trajectoire. 00000000
Maître en crochetage 40 1 +1 en crochetage, le "point critique" est 10% plus large. 00000000
Maître au fusil 42 1 +10% de dégâts avec les fusils non automatiques. 00000000
2 +15% de dégâts avec les fusils non automatiques. 00000000
3 +20% de dégâts avec les fusils non automatiques. 00000000
Maître commando 45 1 +10% de dégâts avec des fusils automatiques grâce à l'entraînement de toute une vie. 00000000
2 +15% de dégâts avec des fusils automatiques grâce à l'entraînement de toute une vie. 00000000
3 +20% de dégâts avec des fusils automatiques grâce à l'entraînement de toute une vie. 00000000
Yeux de chat 47 2 Vision nocturne en vous déplaçant furtivement entre 18h et 6h. 00000000
Transperceur 50 1 En SVAV, touchez les parties du corps de l'ennemi cachées par l'environnement avec une précision de plus en plus améliorée. 00000000

Endurance Modifier

L'endurance correspond à votre forme physique générale. Elle détermine votre santé totale, votre consommation de points d'actions lorsque vous sprintez, et votre résistance aux maladies.

Nom Niveau Rang(s) Description Base ID
Adamantium Skeleton 21 1 Your limb damage is now reduced by 30%. 00000000
2 Your limb damage is now reduced by 60%. 00000000
3 Your limb damage is completely eliminated. 00000000
All Night Long 41 1 You suffer 20% less from hunger and thirst. 00000000
2 You suffer 40% less from hunger and thirst. 00000000
3 You suffer 60% less from hunger and thirst. 00000000
Aquaboy/Aquagirl 26 1 You no longer take Rad damage from swimming and can breathe underwater. 00000000
Cannibal 15 1 Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores Health and hunger. 00000000
2 Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores more Health and hunger. 00000000
3 Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores even more Health and hunger. 00000000
Chem Fiend 23 1 Any chems you take last 30% longer. 00000000
2 Any chems you take last 60% longer. 00000000
3 Any chems you take last 100% longer. 00000000
Chem Resistant 43 1 You're half as likely to get addicted when consuming Chems. 00000000
2 You gain complete immunity to chem addiction. 00000000
Cola Nut 14 1 Nuka-Cola products are now twice as beneficial. 00000000
2 Nuka-Cola products are now three times as beneficial. 00000000
Dromedary 3 1 All drinks quench thirst by an additional 25%. 00000000
2 All drinks quench thirst by an additional 50%. 00000000
3 All drinks quench thirst by an additional 75%. 00000000
Fireproof 27 1 Immediately gain +20 Fire Resistance. 00000000
2 Immediately gain +40 Fire Resistance. 00000000
3 Immediately gain +60 Fire Resistance. 00000000
Ghoulish 36 1 Radiation now regenerates your lost Health. 00000000
2 Radiation now regenerates more of your lost Health. 00000000
3 Radiation now regenerates even more of your lost Health! 00000000
Good Doggy 8 1 Eating dog food is now three times as beneficial. 00000000
Hydro Fix 11 1 Chems generate 50% less thirst 00000000
2 Chems no longer generate thirst 00000000
Homebody 19 1 Gain gradual health regeneration while in your camp or workshop. 00000000
2 Gain improved health and limb regeneration while in your camp or workshop. 00000000
Iron Stomach 4 1 Your chance to catch a disease from food is reduced by 30%. 00000000
2 Your chance to catch a disease from food is reduced by 60%. 00000000
3 Your chance to catch a disease from food is reduced by 90%. 00000000
Ironclad 30 1 Gain 10 Damage and Energy Resistance while not wearing Power Armor. 00000000
2 Gain 20 Damage and Energy Resistance while not wearing Power Armor. 00000000
3 Gain 30 Damage and Energy Resistance while not wearing Power Armor. 00000000
4 Gain 40 Damage and Energy Resistance while not wearing Power Armor. 00000000
5 Gain 50 Damage and Energy Resistance while not wearing Power Armor. 00000000
Lead Belly 2 1 You take 30% less radiation from eating or drinking. 00000000
2 You take 60% less radiation from eating or drinking. 00000000
3 You take no radiation from eating or drinking. 00000000
Lifegiver 50 2 Gain a total of +15% to your maximum Health. Cost: 2 00000000
4 Gain a total of +30% to your maximum Health. Cost: 3 00000000
6 Gain a total of +45% to your maximum Health. Cost: 4 00000000
Munchy Resistance 17 1 Using chems induces 50% less hunger. 00000000
2 Chems now never induce hunger. 00000000
Natural Resistance 10 1 You are 30% less likely to catch a disease from the environment 00000000
2 You are 60% less likely to catch a disease from the environment 00000000
3 You are 90% less likely to catch a disease from the environment 00000000
Nocturnal Fortitude 31 1 Gain +20 to Max Health between the hours of 6 p.m. and 6 a.m. 00000000
2 Gain +40 to Max Health between the hours of 6 p.m. and 6 a.m. 00000000
Photosynthetic 47 1 Gain health regen between the hours of 6 a.m. and 6 p.m. 00000000
2 Gain improved Health regen between the hours of 6 a.m. and 6 p.m. 00000000
Professional Drinker 39 3 There's no chance you'll get addicted to alcohol. Cost: 3 00000000
Rad Resistant 34 1 +10 Radiation Resistance. 00000000
2 +20 Radiation Resistance. 00000000
3 +30 Radiation Resistance. 00000000
4 +40 Radiation Resistance. 00000000
Radicool 18 1 The greater your rads, the greater your strength! (+5 Max) 00000000
Rejuvenated 12 1 You gain increased benefit from being Well Fed or Well Hydrated. 00000000
2 You gain much increased benefit from being Well Fed or Well Hydrated. 00000000
Revenant 32 1 Gain +25% damage bonus for 2 minutes when a player revives you. 00000000
2 Gain +50% damage bonus for 2 minutes when a player revives you. 00000000
Slow Metabolizer 5 1 All food satisfies hunger by an additional 25%. 00000000
2 All food satisfies hunger by an additional 50%. 00000000
3 All food satisfies hunger by an additional 75%. 00000000
Solar Powered 22 1 Gain +1 to STR and END between the hours of 6:00 a.m. and 6:00 p.m. 00000000
2 Gain +2 to STR and END between the hours of 6:00 a.m. and 6:00 p.m. 00000000
3 Gain +3 to STR and END between the hours of 6:00 a.m. and 6:00 p.m. 00000000
Sun Kissed 45 1 Slowly regen radiation damage between the hours of 6 a.m. and 6 p.m. 00000000
2 Quickly regen radiation damage between the hours pg 6 a.m. and 6 p.m. 00000000
Thirst Quencher 6 1 Drinking any liquid has a 30% reduced chance to cause disease. 00000000
2 Drinking any liquid has a 60% reduced chance to cause disease. 00000000
3 Drinking any liquid has a 90% reduced chance to cause disease. 00000000
Vaccinated 16 1 Chance of catching a disease from creatures is reduced by 30% 00000000
2 Chance of catching a disease from creatures is reduced by 60% 00000000
3 Chance of catching a disease from creatures is reduced by 90% 00000000

Charisme Modifier

Le charisme représente votre capacité à mener et à aider vos semblables. Il vous permet de partager des aptitudes aux points plus élevés, influence les récompenses des quêtes en groupe, et également les prix auprès des marchands.

Nom Niveau Rang(s) Description Base ID
Animal Friend 30 1 Aim your gun at any Animal below your level for a 25% chance to pacify it. 00000000
2 Aim your gun at any Animal below your level for a 50% chance to pacify it. 00000000
3 Aim your gun at any Animal below your level for a 75% chance to pacify it. 00000000
Anti-Epidemic 34 1 Your disease cures have a 50% chance to cure a disease on nearby teammates. 00000000
2 Your disease cures always cure a disease from nearby teammates too. 00000000
Bloodsucker 11 1 Bloodpacks now satisfy thirst, no longer irradiate, and heal 50% more. 00000000
2 Bloodpacks satisfy more thirst, no longer irradiate, and heal 100% more. 00000000
3 Bloodpacks greatly satisfy thirst, no longer irradiate, and heal 150% more. 00000000
Bodyguards 5 1 Gain 6 Damage Resistance & Energy Resistance (max 18) for each teammate, excluding you. 00000000
2 Gain 8 Damage Resistance & Energy Resistance (max 24) for each teammate, excluding you. 00000000
3 Gain 10 Damage Resistance & Energy Resistance (max 30) for each teammate, excluding you. 00000000
4 Gain 12 Damage Resistance & Energy Resistance (max 36) for each teammate, excluding you. 00000000
E.M.T. 9 1 Players you revive come back with health regen for 15 seconds. 00000000
2 Players you revive come back with improved health regen for 30 seconds. 00000000
3 Players you revive come back with high health regen for 60 seconds. 00000000
Field Surgeon 15 2 Stimpaks and RadAway will now work much more quickly. Cost: 2 00000000
Friendly Fire 48 1 Teammates hit by your flame weapons regen health briefly. (No Molotov) 00000000
2 Teammates hit by your flame weapons regen more health briefly. (No Molotov) 00000000
3 Teammates hit by your flame weapons regen even more health. (No Molotov) 00000000
Happy Camper 3 1 Hunger and thirst grow 40% more slowly when in camp or in a team workshop 00000000
2 Hunger and thirst grow 80% more slowly when in camp or in a team workshop 00000000
Happy-Go-Lucky 17 1 Your Luck is increased by 2 while under the influence of alcohol. 00000000
2 Your Luck is increased by 3 while under the influence of alcohol. 00000000
Hard Bargain 7 1 Buying and selling prices at vendors are better. 00000000
2 Buying and selling prices at vendors are even better. 00000000
3 Buying and selling prices at vendors are now much better. 00000000
Healing Hands 28 1 Players you revive are cured of all Rads. 00000000
Injector 19 1 Players you revive have +6 Action Point regen for 10 minutes. 00000000
2 Players you revive have +12 Action Point regen for 10 minutes. 00000000
3 Players you revive have +18 Action Point regen for 10 minutes. 00000000
Inspirational 2 1 When you are on a team, gain 5% more XP. 00000000
2 When you are on a team, gain 10% more XP. 00000000
3 When you are on a team, gain 15% more XP. 00000000
Lone Wanderer 4 1 When adventuring alone, take 10% less damage and gain 10% AP regen. Cost: 2 00000000
2 When adventuring alone, take 15% less damage and gain 20% AP regen. Cost: 3 00000000
3 When adventuring alone, take 20% less damage and gain 30% AP regen. Cost: 4 00000000
Magnetic Personality 13 1 Gain 1 Charisma for each teammate, excluding yourself. 00000000
2 Gain 2 Charisma for each teammate, excluding yourself. 00000000
Overly Generous 32 1 Rads increase your chance to inflict 25 rads with a melee attack. 00000000
2 Rads increase your chance to inflict 50 rads with a melee attack. 00000000
Party Boy/Party Girl 24 1 The effects of alcohol are doubled. Cost: 2 00000000
2 The effects of alcohol are tripled. Cost: 3 00000000
Philanthropist 39 1 Restore some of your teammates hunger and thirst when you eat or drink. 00000000
2 Restore more of your teammates hunger and thirst when you eat or drink. 00000000
3 Restore much more of your teammates hunger and thirst when you eat or drink. 00000000
Quack Surgeon 22 1 Revive other players with liquor! 00000000
Rad Sponge 44 1 When affected by rads, you periodically heal 80 rads on nearby teammates. 00000000
2 When affected by rads, you periodically heal 140 rads on nearby teammates. 00000000
3 When affected by rads, you periodically heal 200 rads on nearby teammates. 00000000
Spiritual Healer 36 1 You regenerate health for 5 seconds after reviving another player. 00000000
2 You regenerate more health for 7 seconds after reviving another player. 00000000
3 You regenerate even more health for 10 seconds after reviving another player. 00000000
Squad Maneuvers 37 1 Run 10% faster when part of a team. 00000000
2 Run 20% faster when part of a team. 00000000
Strange in Numbers 42 1 Positive mutation effects are 25% stronger if teammates are mutated too.

00000000

Suppressor 40 1 Reduce your target's damage output by 10% for 2 seconds after you attack. 00000000
2 Reduce your target's damage output by 20% for 2 seconds after you attack. 00000000
3 Reduce your target's damage output by 30% for 2 seconds after you attack. 00000000
Team Medic 20 1 Your stimpaks now also heal your teammates for half the normal strength. 00000000
2 Your stimpaks now also heal nearby teammates for 75% of normal strength. 00000000
3 Your stimpaks now also heal nearby teammates for their full strength. 00000000
Tenderizer 46 1 Make your target receive 5% more damage for 5 seconds after you attack. 00000000
2 Make your target receive 6% more damage for 7 seconds after you attack. 00000000
3 Make your target receive 7% more damage for 10 seconds after you attack. 00000000
Travel Agent 26 1 You pay 30% fewer Caps when Fast Traveling. 00000000
Wasteland Whisperer 50 1 Aim your gun a creature below your level for a 25% chance to pacify it. 00000000
2 Aim your gun a creature below your level for a 50% chance to pacify it. 00000000
3 Aim your gun a creature below your level for a 75% chance to pacify it. 00000000

Intelligence Modifier

L'intelligence correspond à votre acuité mentale générale et influence votre capacité à pirater les terminaux, l'état et la résistance des objets que vous fabriquez, et l'efficacité de vos recyclages.

Nom Niveau Rangs Description Base ID
Armorer 15 1 You can now craft advanced armor mods. (Plans Required) 00000000
2 Crafting armor now costs fewer materials. 00000000
3 Your crafted armor has improved durability. 00000000
Batteries Included 28 1 Energy weapon ammo weighs 30% less. 00000000
2 Energy weapon ammo weighs 60% less. 00000000
3 Energy weapon ammo weighs 90% less. 00000000
Chemist 34 1 You get double the quantity when you craft chems! 00000000
Contractor 18 1 Crafting workshop items now costs 25% fewer materials. 00000000
2 Crafting workshop items now costs 50% fewer materials. 00000000
Demolition Expert 10 1 Your explosives do +20% damage 00000000
2 Your explosives do +40% damage 00000000
3 Your explosives do +60% damage 00000000
4 Your explosives do +80% damage 00000000
5 Your explosives do +100% damage 00000000
Expert Hacker 22 1 Gain +1 hacking skill, and terminal lock-out time is reduced. 00000000
First Aid 2 1 Stimpaks restore 15% more lost Health. 00000000
2 Stimpaks restore 30% more lost Health. 00000000
3 Stimpaks restore 45% more lost Health. 00000000
Fix It Good 27 1 You can repair armor and Power Armor to 130% of normal maximum condition. 00000000
2 You can repair armor and Power Armor to 160% of normal maximum condition. 00000000
3 You can repair armor and Power Armor to 200% of normal maximum condition. 00000000
Gunsmith 11 1 Guns break 10% slower and you can now craft Tier 1 guns (Plans required). 00000000
2 Guns break 20% slower and you can now craft Tier 2 guns (Plans required). 00000000
3 Guns break 30% slower and you can now craft Tier 3 guns (Plans required). 00000000
4 Guns break 40% slower and you can now craft Tier 4 guns (Plans required). 00000000
5 Guns break 50% slower and you can now craft Tier 5 guns (Plans required). 00000000
Hacker 4 1 Gain +1 hacking skill, and terminal lock-out time is reduced. 00000000
Licensed Plumber 5 1 Your pipe weapons break 30% more slowly and are cheaper to repair. 00000000
2 Your pipe weapons break 60% more slowly and are cheaper to repair. 00000000
3 Your pipe weapons break 90% more slowly and are cheaper to repair. 00000000
Makeshift Warrior 9 1 Melee weapons break 10% slower and you can craft Tier 1 melee weapons. (Plans required). 00000000
2 Melee weapons break 20% slower and you can craft Tier 2 melee weapons. (Plans required) 00000000
3 Melee weapons break 30% slower and you can craft Tier 3 melee weapons. (Plans required) 00000000
4 Melee weapons break 40% slower and you can craft Tier 4 melee weapons. (Plans required) 00000000
5 Melee weapons break 50% slower and you can craft Tier 5 melee weapons. (Plans required) 00000000
Master Hacker 38 1 Gain +1 hacking skill, and terminal lock-out time is reduced. 00000000
Nerd Rage! 46 1 While below 20% Health, gain 20 Damage Resist, 10% damage and 15% AP regen. 00000000
2 While below 20% Health, gain 30 Damage Resist, 15% damage and 15% AP regen. 00000000
3 While below 20% Health, gain 40 Damage Resist, 20% damage and 15% AP regen. 00000000
Pharmacist 6 1 RadAway removes 30% more radiation. 00000000
2 RadAway removes 60% more radiation. 00000000
3 RadAway removes twice as much radiation. 00000000
Portable Power 49 1 All Power Armor parts and chassis weights are reduced by 25%. 00000000
2 All Power Armor parts and chassis weights are reduced by 50%. 00000000
3 All Power Armor parts and chassis weights are reduced by 75%. 00000000
Power Smith 41 1 You can now craft advanced Power Armor mods. (Plans required) 00000000
2 Crafting Power Armor now cost fewer materials. 00000000
3 Your crafted Power Armor now has improved durability. 00000000
Power Patcher 44 1 Your Power Armor breaks 20% more slowly and is cheaper to repair. 00000000
2 Your Power Armor breaks 40% more slowly and is cheaper to repair. 00000000
3 Your Power Armor breaks 60% more slowly and is cheaper to repair. 00000000
Power User 50 1 Fusion Cores now last 30% longer. 00000000
2 Fusion Cores now last 60% longer. 00000000
3 Fusion Core duration is now doubled. 00000000
Robotics Expert. 48 1 Hack an enemy robot for a 25% chance to pacify it. 00000000
2 Hack an enemy robot for a 50% chance to pacify it. 00000000
3 Hack an enemy robot for a 75% chance to pacify it. 00000000
Science 20 1 You can now craft energy guns. (Plans required) 00000000
2 You can craft Rank 1 energy gun mods. (Plans required) 00000000
Science Expert 31 1 You can craft Rank 2 energy gun mods. (Plans required) 00000000
2 Crafting energy guns now costs fewer materials. 00000000
Science Master 43 1 You can craft Rank 3 energy gun mods. (Plans required) 00000000
2 Your crafted energy guns have improved durability. 00000000
Scrapper 13 1 Obtain more components when you scrap weapons and armor. 00000000
Stabilized 36 1 In Power Armor, heavy guns gain more accuracy and ignore 15% armor. 00000000
2 In Power Armor, heavy guns gain even more accuracy and ignore 30% armor. 00000000
3 In Power Armor, heavy guns gain excellent accuracy and ignore 45% armor. 00000000
Weapon Artisan 40 1 You can repair any weapon to 130% of normal maximum condition. 00000000
2 You can repair any weapon to 160% of normal maximum condition. 00000000
3 You can repair any weapon to 200% of normal maximum condition. 00000000
Wrecking Ball 29 1 You deal +40% damage to workshop objects. 00000000
2 You deal +80% damage to workshop objects. 00000000
3 You deal +120% damage to workshop objects. 00000000

Agilité Modifier

L'agilité correspond à votre habilité et à vos reflexes. Elle détermine votre nombre de point d'actions en mode SVAV, ainsi que vos capacités en terme de furtivité.

Nom Niveau Rangs Description Base ID
Action Boy/Action Girl 2 1 Action points regenerate 15% faster. 00000000
2 Action points regenerate 30% faster. 00000000
3 Action points regenerate 45% faster. 00000000
Adrenaline 49 1 Gain +6% (max 36%) damage for 30s per kill. Duration refreshes with kills. 00000000
2 Gain +7% (max 42%) damage for 30s per kill. Duration refreshes with kills. 00000000
3 Gain +8% (max 48%) damage for 30s per kill. Duration refreshes with kills. 00000000
4 Gain +9% (max 54%) damage for 30s per kill. Duration refreshes with kills. 00000000
5 Gain +10% (max 60%) damage for 30s per kill. Duration refreshes with kills. 00000000
Ammosmith 34 1 Produce 40% more rounds when crafting ammunition. 00000000
2 Produce 80% more rounds when crafting ammunition. 00000000
Born Survivor 3 1 Falling below 20% health will automatically use a Stimpak, once every 20s. 00000000
2 Falling below 30% health will automatically use a Stimpak, once every 20s. 00000000
3 Falling below 40% health will automatically use a Stimpak, once every 20s. 00000000
Covert Operative 27 1 Your ranged sneak attacks do 2.15x normal damage. 00000000
2 Your ranged sneak attacks do 2.3x normal damage. 00000000
3 Your ranged sneak attacks do 2.5x normal damage. 00000000
Dead Man Sprinting 8 1 Sprint 10% faster at increased AP cost when your health is below 40%. 00000000
2 Sprint 20% faster at increased AP cost when your health is below 50%. 00000000
Dodgy 45 1 Avoid 10% of incoming damage at the cost of 30 Action Points per hit. 00000000
2 Avoid 20% of incoming damage at the cost of 30 Action Points per hit. 00000000
3 Avoid 30% of incoming damage at the cost of 30 Action Points per hit. 00000000
Enforcer 30 1 Your shotguns gain a 5% stagger chance and a 10% chance to cripple a limb. 00000000
2 Your shotguns gain a 10% stagger chance and a 20% chance to cripple a limb. 00000000
3 Your shotguns gain a 15% stagger chance and a 30% chance to cripple a limb. 00000000
Escape Artist 1 Sneak to lose enemies, and running no longer affects stealth. 00000000
Evasive 17 1 Each AGI point adds +1 Damage and Energy Resist (Max 15). (No Power Armor) 00000000
2 Each AGI point adds +2 Damage and Energy Resist (Max 30). (No Power Armor) 00000000
3 Each AGI point adds +3 Damage and Energy Resist (Max 45). (No Power Armor) 00000000
Expert Guerrilla 25 1 Your automatic pistols now do +10% damage 00000000
2 Your automatic pistols now do +15% damage 00000000
3 Your automatic pistols now do +20% damage 00000000
Master Gunslinger 41 1 Your non-automatic pistols now do +10% damage. 00000000
2 Your non-automatic pistols now do +15% damage. 00000000
3 Your non-automatic pistols now do +20% damage. 00000000
Expert Gunslinger 24 1 Your non-automatic pistols now do +10% damage. 00000000
2 Your non-automatic pistols now do +15% damage. 00000000
3 Your non-automatic pistols now do +20% damage. 00000000
Goat Legs 32 1 Take 40% less damage from falling. 00000000
2 Take 80% less damage from falling. 00000000
Guerrilla 10 1 Your automatic pistols now do +10% damage 00000000
2 Your automatic pistols now do +15% damage 00000000
3 Your automatic pistols now do +20% damage 00000000
Gun Fu 50 1 V.A.T.S. swaps targets on kill with +10% damage to your next target. 00000000
2 V.A.T.S. swaps targets on kill with +10% then 20% damage to your next 2 targets. 00000000
3 V.A.T.S. swaps targets on kill with +10%, 20%, then 30% damage to your next 3 targets. 00000000
Gun Runner 4 1 Your running speed is increased by 10% when you have a pistol equipped 00000000
2 Your running speed is increased by 20% when you have a pistol equipped 00000000
Gunslinger 6 1 Your non-automatic pistols now do +10% damage. 00000000
2 Your non-automatic pistols now do +15% damage. 00000000
3 Your non-automatic pistols now do +20% damage. 00000000
Home Defense 22 1 You can craft and disarm better traps and craft better turrets. (Plans required) 00000000
2 You can craft and disarm advanced traps and craft advanced turrets. (Plans required) 00000000
3 You can craft and disarm expert traps and craft expert turrets. (Plans required) 00000000
Light Footed 38 1 While sneaking, you never trigger mines or floor-based traps. 00000000
Marathoner 13 1 Sprinting consumes 20% fewer Action Points. 00000000
2 Sprinting consumes 30% fewer Action Points. 00000000
3 Sprinting consumes 40% fewer Action Points. 00000000
Master Guerrilla 43 1 Your automatic pistols now do +10% damage 00000000
2 Your automatic pistols now do +15% damage 00000000
3 Your automatic pistols now do +20% damage 00000000
Mister Sandman 37 1 At night your silenced weapons do an additonal 25% sneak attack damage. 00000000
2 At night your silenced weapons do an additonal 50% sneak attack damage. 00000000
Modern Renegade 18 1 Gain Pistol hip fire accuracy and a +2% chance to cripple a limb. 00000000
2 Gain more Pistol hip fire accuracy and a +3% chance to cripple a limb. 00000000
3 Gain excellent Pistol hip fire accuracy and a +4% chance to cripple a limb. 00000000
Moving Target 5 1 Gain +15 Damage and Energy Resistance while sprinting. (No Power Armor) 00000000
2 Gain +30 Damage and Energy Resistance while sprinting. (No Power Armor) 00000000
3 Gain +45 Damage and Energy Resistance while sprinting. (No Power Armor) 00000000
Ninja 15 1 Your melee sneak attacks do 2.3x normal damage. 00000000
2 Your melee sneak attacks do 2.6x normal damage. 00000000
3 Your melee sneak attacks do 3x normal damage. 00000000
Packin' Light 9 1 Your pistols weigh 25% less. 00000000
2 Your pistols weigh 50% less. 00000000
3 Your pistols weigh 75% less. 00000000
Secret Agent 47 1 Stealth Boys last twice as long. 00000000
2 Stealth Boys last three times as long. 00000000
3 Stealth Boys last four times as long. 00000000
Sneak 20 1 You are 25% harder to detect while sneaking. 00000000
2 You are 50% harder to detect while sneaking. 00000000
3 You are 75% harder to detect while sneaking. 00000000
Thru-Hiker 7 1 Food and drink weights are reduced by 30%. 00000000
2 Food and drink weights are reduced by 60%. 00000000
3 Food and drink weights are reduced by 90%. 00000000
White Knight 39 1 Your armor breaks 20% more slowly and is cheaper to repair. 00000000
2 Your armor breaks 40% more slowly and is cheaper to repair. 00000000
3 Your armor breaks 60% more slowly and is cheaper to repair. 00000000

Chance Modifier

La chance correspond à votre bonne fortune générale et détermine la vitesse de recharge des coups critiques, ainsi que l'état et la résistance des objets que vous trouvez.

Nom Niveau Rangs Description Base ID
Better Criticals 47 1 V.A.T.S. criticals now do +20% damage. 00000000
2 V.A.T.S. criticals now do +30% damage. 00000000
3 V.A.T.S. criticals now do +40% damage. 00000000
Bloody Mess 42 1 5% bonus damage means enemies may explode into a gory red paste. 00000000
2 10% bonus damage means enemies may explode into a gory red paste. 00000000
3 15% bonus damage means enemies may explode into a gory red paste. 00000000
Can Do! 7 1 40% chance to find an extra canned food when you "Search" a food container. 00000000
2 60% chance to find an extra canned food when you "Search" a food container 00000000
3 80% chance to find an extra canned food when you "Search" a food container 00000000
Cap Collector 16 1 You have a chance to find more bottle caps when opening a caps stash. 00000000
2 You have a better chance to find more caps when opening a caps stash. 00000000
3 You always find more bottle caps when opening a caps stash. 00000000
Class Freak 46 1 The negative effects of your mutations are reduced by 25%. 00000000
2 The negative effects of your mutations are reduced by 50%. 00000000
3 The negative effects of your mutations are reduced by 75%. 00000000
Critical Savvy 44 1 Critical Hits now only consume 85% of your critical meter. 00000000
2 Critical Hits now only consume 70% of your critical meter. 00000000
3 Critical Hits now only consume 55% of your critical meter. 00000000
Curator 19 1 The benefits of bobbleheads and magazines last twice as long. 00000000
Dry Nurse 23 1 You have a 50% chance to keep your Stimpak when you revive another player. 00000000
Four Leaf Clover 29 1 Each hit in V.A.T.S. has a chance to fill your Critical meter. 00000000
2 Each hit in V.A.T.S. has a better chance to fill your Critical meter. 00000000
3 Each hit in V.A.T.S. has an excellent chance to fill your Critical meter. 00000000
Good with Salt 9 1 Food in your inventory will spoil 30% more slowly. 00000000
2 Food in your inventory will spoil 60% more slowly. 00000000
3 Food in your inventory will spoil 90% more slowly 00000000
Grim Reaper's Sprint 33 1 Any kill in V.A.T.S. has a 15% chance to restore all Action Points. 00000000
2 Any kill in V.A.T.S. has a 25% chance to restore all Action Points. 00000000
3 Any kill in V.A.T.S. has a 35% chance to restore all Action Points. 00000000
Junk Shield 10 1 Carry junk to gain up to 10 Damage and Energy Resistance. (No Power Armor) 00000000
2 Carry junk to gain up to 20 Damage and Energy Resistance. (No Power Armor) 00000000
3 Carry junk to gain up to 30 Damage and Energy Resistance. (No Power Armor) 00000000
Last Laugh 27 1 You drop a live grenade from your inventory when you die. 00000000
Luck of the Draw 14 1 Slight chance your weapon will repair itself when hitting an enemy. 00000000
2 Chance your weapon will repair itself even more when hitting an enemy. 00000000
3 Chance your weapon will greatly repair itself when hitting an enemy. 00000000
Lucky Break 24 1 Slight chance your equipped armor will repair itself when struck. 00000000
2 Chance your equipped armor will repair itself even more when struck. 00000000
3 Chance your equipped armor will greatly repair itself when struck. 00000000
Mysterious Savior 49 1 A Mysterious Savior will occasionally appear to revive you when downed. 00000000
2 A Mysterious Savior will more frequently appear to revive you when downed. 00000000
3 The Mysterious Savior will regularly appear to revive you when downed. 00000000
Mysterious Stranger 26 1 The Mysterious Stranger will appear occasionally in V.A.T.S. to lend a hand. 00000000
2 The Mysterious Stranger appears more often when using V.A.T.S. 00000000
3 The Mysterious Stranger appears so much in V.A.T.S., he knows you by name. 00000000
Mystery Meat 12 1 Stimpaks may generate edible meat tissue. Higher Rads improve the chance. 00000000
2 Stimpaks generate edible meat. Higher Rads improve the chance. 00000000
3 Stimpaks generate excessive edible meat. Higher Rads improve the chance. 00000000
One Gun Army 31 1 Heavy guns gain a 4% stagger chance and a 4% chance to cripple a limb. 00000000
2 Heavy guns gain a 8% stagger chance and a 8% chance to cripple a limb. 00000000
3 Heavy guns gain a 12% stagger chance and a 12% chance to cripple a limb. 00000000
Pharma Farma 2 1 40% chance to find extra first aid Chems when you "Search" a chem container. 00000000
2 60% chance to find extra first aid Chems when you "Search" a chem container. 00000000
3 80% chance to find extra first aid Chems when you "Search" a chem container. 00000000
Psychopath 21 1 Any kill in V.A.T.S has a 5% chance to refill your Critical Meter. 00000000
2 Any kill in V.A.T.S has a 10% chance to refill your Critical Meter. 00000000
3 Any kill in V.A.T.S has a 15% chance to refill your Critical Meter. 00000000
Quick Hands 40 1 Gain a 6% chance to instantly reload when your clip is empty. 00000000
2 Gain a 12% chance to instantly reload when your clip is empty. 00000000
3 Gain a 18% chance to instantly reload when your clip is empty. 00000000
Ricochet 38 1 Gain a 6% chance to deflect back some of enemies' ranged damage. (No PvP) 00000000
2 Gain a 12% chance to deflect back some of enemies' ranged damage. (No PvP) 00000000
3 Gain a 18% chance to deflect back some of enemies' ranged damage. (No PvP) 00000000
Scrounger 3 1 40% chance to find extra ammo when you "Search" an ammo container. 00000000
2 60% chance to find extra ammo when you "Search" an ammo container. 00000000
3 80% chance to find extra ammo when you "Search" an ammo container. 00000000
Serendipity 5 1 While below 35% health, gain a 15% chance to avoid damage. 00000000
2 While below 35% health, gain a 30% chance to avoid damage. 00000000
3 While below 35% health, gain a 45% chance to avoid damage. 00000000
Starched Genes 30 1 Less chance for you to mutate from rads or for Radaway to cure mutations. 00000000
2 You will never mutate from Rads and Radaway will never cure mutations. 00000000
Storm Chaser 35 1 Gain health regeneration while outside during rain or Rad Storms. 00000000
2 Gain high health regeneration while outside during rain or Rad Storms. 00000000
Super Duper 50 1 When you craft anything, there is a 10% chance you'll get double results! 00000000
2 When you craft anything, there is a 20% chance you'll get double results! 00000000
3 When you craft anything, there is a 30% chance you'll get double results! 00000000
Tormentor 37 1 Your rifle attacks have a 5% chance of crippling a limb. 00000000
2 Your rifle attacks have a 10% chance of crippling a limb. 00000000
3 Your rifle attacks have a 15% chance of crippling a limb. 00000000
Woodchucker 17 1 Collect twice as much when harvesting wood 00000000

Galerie Modifier

Video Modifier

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