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Overview[]

Whether you want to be a dexterous charmer, a hardy bruiser or anything in-between, Fallout 76's Perk system is designed to help you build a better you. Create a character that's perfect for team play or solo adventuring, and don’t be afraid to switch things up on the fly. With this new card-based system, you’re never locked into your choices.

Perk cards in Fallout 76 replace skills from previous titles. Each perk card costs points in its SPECIAL attribute to equip. Cards of higher rank are created by combining two 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 value of the cards equipped does not exceed the attribute level. The maximum attribute level is 15 for each attribute and 56 across all SPECIALs (which averages to 8 per SPECIAL, or, at the other extreme, 3 sets of 15 and 1 of 11). Players can swap cards at any time; this can be especially useful when switching between solo and group play.

At each level-up, players can choose one SPECIAL attribute to increase as well as a new perk card (use navigation buttons to filter, by SPECIAL type, through unused perk cards). Players will also receive perk card packs at levels 4, 6, 8, and 10, and on every fifth level up afterwards. After level 50, players will continue to level up and receive card packs but cannot increase or reallocate points to any SPECIAL attribute (at least before the Locked & Loaded update that introduced the ability to modify SPECIAL points and perk card setups). Each pack contains four cards, some of which may be level-locked (These perk cards require a minimum level to be equipped and will display a padlock and the level needed to equip them). The last one will be a unique, animated foil card for the perk that is revealed.

Besides perks that have group effects, perks can be selected to be shared among 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 three times the rank of the perk card that is to be shared, regardless of what SPECIAL attribute the shared perk card belongs to. Shared perk cards will not stack effects if duplicates are equipped or shared.

Notes[]

  • Some crafting plans require 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 least level 543, excluding if the perks are attained and ranked up by perk card packs.

Perk list[]

Strength[]

Strength is a measure of your raw physical power. It affects how much you carry, and the damage of all melee attacks.
Strength perks
Name Level Rank Description
Arms Keeper 28 1 Your Rifles weigh 25% less.
2 Your Rifles weigh 50% less.
3 Your Rifles weigh 75% less.
Bandolier 22 1 Ballistic weapon ammo weighs 45% less.
2 Ballistic weapon ammo weighs 90% less.
Barbarian 14 1 Every point of Strength adds +2 Damage Resist (Max 40). (No Power Armor)
2 Every point of Strength adds +3 Damage Resist (Max 60). (No Power Armor)
3 Every point of Strength adds +4 Damage Resist (Max 80). (No Power Armor)
Basher 11 1 Gun bashing does +25% damage with a 5% chance to cripple your opponent
2 Gun bashing does +50% damage with a 10% chance to cripple your opponent
Bear 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 damage from your opponents' melee attacks.
2 Take 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.
2 Gain 40 damage resistance while firing a heavy gun.
3 Gain 60 damage resistance while firing a heavy gun.
Expert Gladiator 20 1 Your one-handed melee weapons now do +10% damage.
2 Your one-handed melee weapons now do +15% damage.
3 Your one-handed melee weapons now do +20% damage.
Expert Heavy Gunner 40 1 Your non-explosive heavy guns now do +10% damage.
2 Your non-explosive heavy guns now do +15% damage.
3 Your non-explosive heavy guns now do +20% damage.
Expert Shotgunner 23 1 Your shotguns now do +10% damage.
2 Your shotguns now do +15% damage.
3 Your shotguns now do +20% damage.
Expert Slugger 24 1 Your two-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% damage.
Full Charge 33 1 Sprinting in Power Armor consumes half as much Fusion Core energy.
2 Sprinting in Power Armor consumes no extra Fusion Core energy.
Gladiator 2 1 Your one-handed melee weapons now do +10% damage.
2 Your one-handed melee weapons now do +15% damage.
3 Your one-handed melee weapons now do +20% damage.
Heavy Gunner 30 1 Your non-explosive heavy guns now do +10% damage.
2 Your non-explosive heavy guns now do +15% damage.
3 Your non-explosive heavy guns now do +20% damage.
Incisor 34 1 Your melee attacks ignore 25% of your target's armor.
2 Your melee attacks ignore 50% of your target's armor.
3 Your melee attacks ignore 75% of your target's armor.
Iron Fist 5 1 Your punching attacks now do +10% damage.
2 Your punching attacks now do +15% damage.
3 Your punching attacks now do +20% damage.
Lock and Load 37 1 Heavy guns reload +10% faster.
2 Heavy guns reload +20% faster.
3 Heavy guns reload +30% faster.
Martial Artist 16 1 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 60% less, and you can swing them 30% faster.
Master Gladiator 43 1 Your one-handed melee weapons now do +10% damage.
2 Your one-handed melee weapons now do +15% damage.
3 Your one-handed melee weapons now do +20% damage.
Master Heavy Gunner 50 1 Your non-explosive heavy guns now do +10% damage.
2 Your non-explosive heavy guns now do +15% damage.
3 Your non-explosive heavy guns now do +20% damage.
Master Shotgunner 45 1 Your shotguns now do +10% damage.
2 Your shotguns now do +15% damage.
3 Your shotguns now do +20% damage.
Master Slugger 48 1 Your two-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% damage.
Ordnance Express 31 1 Explosives weigh 30% less.
2 Explosives weigh 60% less.
3 Explosives weigh 90% less.
Pack Rat 7 1 The weight of all junk items is reduced by 25%.
2 The weight of all junk items is reduced by 50%.
3 The weight of all junk items is reduced by 75%.
Pain Train 41 1 Damage and stagger enemies by sprinting into them with Power Armor.
2 Smash and stagger enemies by sprinting into them with Power Armor.
3 Devastate and stagger enemies by sprinting into them with Power Armor.
Scattershot 18 1 Shotguns now weigh 30% less and you reload them 10% faster.
2 Shotguns now weigh 60% less and you reload them 20% faster.
3 Shotguns now weigh 90% less and you reload them 30% faster.
Shotgunner 10 1 Your shotguns now do +10% damage.
2 Your shotguns now do +15% damage.
3 Your shotguns now do +20% damage.
Slugger 6 1 Your two-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% damage.
Strong Back 26 1 Gain +10 to carry weight.
2 Gain +20 to carry weight.
3 Gain +30 to carry weight.
4 Gain +40 to carry weight.
Sturdy Frame 13 1 Armor weighs 25% less than normal.
2 Armor weighs 50% less than normal.
Traveling Pharmacy 3 1 Weights of all Chems (including Stimpaks) are reduced by 30%.
2 Weights of all Chems (including Stimpaks) are reduced by 60%.
3 Weights of all Chems (including Stimpaks) are reduced by 90%.

Perception[]

Perception affects your awareness of nearby enemies, your ability to detect stealthy movement, and your weapon accuracy in V.A.T.S.
Perception perks
Name Level Rank Description
Archer 8 1 Your bows and crossbows now do +10% damage.
2 Your bows and crossbows now do +15% damage.
3 Your bows and crossbows now do +20% damage.
Awareness 27 1 You can view a target's specific damage resistance in V.A.T.S. Cost: 2
Bow Before Me 1 Your bows and crossbows ignore 12% armor and have a 3% chance to stagger.
2 Your bows and crossbows ignore 24% armor and have a 6% chance to stagger.
3 Your bows and crossbows ignore 36% armor and have a 9% chance to stagger.
Butcher's Bounty 3 1 40% chance to find an extra meat when you "Search" an animal corpse.
2 60% chance to find an extra meat when you "Search" an animal corpse.
3 80% chance to find an extra meat when you "Search" an animal corpse.
Commando 15 1 Basic combat training means automatic rifles do +10% damage.
2 Basic combat training means automatic rifles do +15% damage.
3 Basic combat training means automatic rifles do +20% damage.
Concentrated Fire 2 1 V.A.T.S. now targets limbs. Focus fire to gain accuracy and damage per shot.
2 V.A.T.S. targets limbs. Focus fire to gain more accuracy and damage per shot.
3 V.A.T.S. targets limbs. Focus fire to gain high accuracy and damage per shot.
Crack Shot 7 1 All pistols now have 10% more range and more accuracy when sighted.
2 All pistols now have 20% more range and more accuracy when sighted.
3 All pistols now have 30% more range and more accuracy when sighted.
Expert Archer 20 1 Your bows and crossbows now do +10% damage.
2 Your bows and crossbows now do +15% damage.
3 Your bows and crossbows now do +20% damage.
Expert Commando 25 1 Basic combat training means automatic rifles do +10% damage.
2 Basic combat training means automatic rifles do +15% damage.
3 Basic combat training means automatic rifles do +20% damage.
Fo76 Expert Picklock Expert Picklock 19 1 Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.
Expert Rifleman 20 1 Your non-automatic rifles now do +10% damage.
2 Your non-automatic rifles now do +15% damage.
3 Your non-automatic rifles now do +20% damage.
Exterminator 14 1 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 1 See a throwing arc when tossing thrown weapons, and they fly 15% further.
2 See a throwing arc when tossing thrown weapons, and they fly 30% further.
3 See a throwing arc when tossing thrown weapons, and they fly 50% further.
Fortune Finder 22 1 You hear directional audio when in range of a Caps Stash.
Glow Sight 33 1 Deal +20% damage to glowing enemies.
2 Deal +40% damage to glowing enemies.
3 Deal +60% damage to glowing enemies.
Green Thumb 4 1 Reap twice as much when harvesting flora.
Grenadier 35 1 Your explosives detonate with a 50% larger radius.
2 Your explosives detonate with twice the radius.
Ground Pounder 18 1 Automatic rifles now reload 10% faster and have better hip fire accuracy.
2 Automatic rifles now reload 20% faster and have even better hip fire accuracy.
3 Automatic rifles now reload 30% faster and have excellent hip fire accuracy.
Long Shot 37 1 Your rifles have 10% more range and more accuracy when sighted.
2 Your rifles have 20% more range and even more accuracy when sighted.
3 Your rifles have 30% more range and excellent accuracy when sighted.
Master Archer 42 1 Your bows and crossbows now do +10% damage.
2 Your bows and crossbows now do +15% damage.
3 Your bows and crossbows now do +20% damage.
Master Commando 45 1 Basic combat training means automatic rifles do +10% damage.
2 Basic combat training means automatic rifles do +15% damage.
3 Basic combat training means automatic rifles do +20% damage.
Master Picklock 40 1 Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.
Master Rifleman 42 1 Your non-automatic rifles now do +10% damage.
2 Your non-automatic rifles now do +15% damage.
3 Your non-automatic rifles now do +20% damage.
Night Eyes 47 1 Gain Night Vision while sneaking between 6:00 p.m. and 6:00 a.m. Cost: 2
Night Person 24 1 Gain +1 Intelligence and +1 Perception between the hours of 6:00 p.m. and 6:00 a.m.
2 Gain +2 Intelligence and +2 Perception between the hours of 6:00 p.m. and 6:00 a.m.
3 Gain +3 Intelligence and +3 Perception between the hours of 6:00 p.m. and 6:00 a.m.
Pannapictagraphist 12 1 You hear directional audio when in range of a Magazine
Percepti-bobble 16 1 You hear directional audio when in range of a Bobblehead
Picklock 5 1 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 now gain +30 Energy Resistance.
4 You now gain +40 Energy Resistance.
Rifleman 8 1 Your non-automatic rifles now do +10% damage.
2 Your non-automatic rifles now do +15% damage.
3 Your non-automatic rifles now do +20% damage.
Skeet Shooter 10 1 Your shotguns have improved accuracy and spread
2 Your shotguns have even better accuracy and spread
3 Your shotguns have excellent accuracy and spread
Sniper 28 1 Gain improved control and hold your breath 25% longer while aiming scopes. Improved focus and better sighted accuracy.
2 Gain improved control and hold your breath 50% longer while aiming scopes.
3 Gain improved control and hold your breath 75% longer while aiming scopes.
Tank Killer 30 1 Your rifles and pistols ignore 12% armor and have a 3% chance to stagger.
2 Your rifles and pistols ignore 24% armor and have a 6% chance to stagger.
3 Your rifles and pistols ignore 36% armor and have a 9% chance to stagger.

Endurance[]

Endurance is a measure of your overall physical fitness. It affects your total Health, the Action Point drain from sprinting, and your resistance to disease.
Endurance perks
Name Level Rank Description Form ID
Adamantium Skeleton 21 1 Your limb damage is now reduced by 30%. 0004C92D
2 Your limb damage is now reduced by 60%. 00024AFD
3 Your limb damage is completely eliminated. 00024AFE
All Night Long 41 1 Hunger and thirst grow 20% more slowly at night.
2 Hunger and thirst grow 40% more slowly at night.
3 Hunger and thirst grow 60% more slowly at night.
Aquaboy/Aquagirl 26 1 You no longer take Rad damage from swimming and can breathe underwater.
Cannibal 15 1 Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores Health and hunger.
2 Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores more Health and hunger.
3 Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores even more Health and hunger.
Chem Fiend 23 1 Any chems you take last 30% longer.
2 Any chems you take last 60% longer.
3 Any chems you take last 100% longer.
Chem Resistant 43 1 You're half as likely to get addicted when consuming Chems.
2 You gain complete immunity to chem addiction.
Cola Nut 14 1 Nuka-Cola products are now twice as beneficial.
2 Nuka-Cola products are now three times as beneficial.
Dromedary 3 1 All drinks quench thirst by an additional 25%.
2 All drinks quench thirst by an additional 50%.
3 All drinks quench thirst by an additional 75%.
Fireproof 27 1 Take 15% less damage from explosions and flame attacks.
2 Take 30% less damage from explosions and flame attacks.
3 Take 45% less damage from explosions and flame attacks.
Ghoulish 36 1 Radiation now regenerates your lost Health.
2 Radiation now regenerates more of your lost Health.
3 Radiation now regenerates even more of your lost Health!
Good Doggy 8 1 Eating dog food is now three times as beneficial.
Hydro Fix 11 1 Chems generate 50% less thirst
2 Chems no longer generate thirst
Homebody 19 1 Gain gradual health regeneration while in your camp or workshop.
2 Gain improved health and limb regeneration while in your camp or workshop.
Iron Stomach 4 1 Your chance to catch a disease from food is reduced by 30%.
2 Your chance to catch a disease from food is reduced by 60%.
3 Your chance to catch a disease from food is reduced by 90%.
Ironclad 30 1 Gain 10 Damage and Energy Resistance while not wearing Power Armor.
2 Gain 20 Damage and Energy Resistance while not wearing Power Armor.
3 Gain 30 Damage and Energy Resistance while not wearing Power Armor.
4 Gain 40 Damage and Energy Resistance while not wearing Power Armor.
5 Gain 50 Damage and Energy Resistance while not wearing Power Armor.
Lead Belly 2 1 You take 30% less radiation from eating or drinking.
2 You take 60% less radiation from eating or drinking.
3 You take no radiation from eating or drinking.
Life Giver 50 1 Gain a total of +15 to your maximum Health. Cost: 2
2 Gain a total of +30 to your maximum Health. Cost: 3
3 Gain a total of +45 to your maximum Health. Cost: 4
Munchy Resistance 17 1 Using chems induces 50% less hunger.
2 Chems now never induce hunger.
Natural Resistance 10 1 You are 30% less likely to catch a disease from the environment
2 You are 60% less likely to catch a disease from the environment
3 You are 90% less likely to catch a disease from the environment
Nocturnal Fortitude 31 1 Gain +20 to Max Health between the hours of 6 p.m. and 6 a.m.
2 Gain +40 to Max Health between the hours of 6 p.m. and 6 a.m.
Photosynthetic 47 1 Gain health regen between the hours of 6 a.m. and 6 p.m.
2 Gain improved Health regen between the hours of 6 a.m. and 6 p.m.
Professional Drinker 39 1 There's no chance you'll get addicted to alcohol. Cost: 3
Rad Resistant 34 1 +10 Radiation Resistance.
2 +20 Radiation Resistance.
3 +30 Radiation Resistance.
4 +40 Radiation Resistance.
Radicool 38 1 The greater your rads, the greater your strength! (+5 Max)
Rejuvenated 12 1 You gain increased benefit from being Well Fed or Well Hydrated.
2 You gain much increased benefit from being Well Fed or Well Hydrated.
Revenant 32 1 Gain +25% damage bonus for 2 minutes when a player revives you.
2 Gain +50% damage bonus for 2 minutes when a player revives you.
Slow Metabolizer 5 1 All food satisfies hunger by an additional 25%.
2 All food satisfies hunger by an additional 50%.
3 All food satisfies hunger by an additional 75%.
Solar Powered 22 1 Gain +1 to STR and END between the hours of 6:00 a.m. and 6:00 p.m.
2 Gain +2 to STR and END between the hours of 6:00 a.m. and 6:00 p.m.
3 Gain +3 to STR and END between the hours of 6:00 a.m. and 6:00 p.m.
Sun Kissed 45 1 Slowly regen radiation damage between the hours of 6 a.m. and 6 p.m.
2 Quickly regen radiation damage between the hours of 6 a.m. and 6 p.m.
Thirst Quencher 6 1 Drinking any liquid has a 30% reduced chance to cause disease.
2 Drinking any liquid has a 60% reduced chance to cause disease.
3 Drinking any liquid has a 90% reduced chance 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 60%
3 Chance of catching a disease from creatures is reduced by 90%

Charisma[]

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

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

Intelligence[]

Intelligence is a measure of overall mental acuity (+2.072% XP per INT), and affects your ability to hack terminals, the condition and durability of items that you craft, and the return you get from scrapping.
Intelligence perks
Image Name Level Rank Description
Armorer 15 1 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 Energy weapon ammo weighs 30% less.
2 Energy weapon ammo weighs 60% less.
3 Energy weapon ammo weighs 90% less.
Chemist 34 1 You get double the quantity when you craft chems!
Contractor 18 1 Crafting workshop items now costs 25% fewer materials.
2 Crafting workshop items now costs 50% fewer materials.
Demolition Expert 10 1 Your explosives do +20% damage
2 Your explosives do +30% damage
3 Your explosives do +40% damage
4 Your explosives do +50% damage
5 Your explosives do +60% damage
Expert Hacker 22 1 Gain +1 hacking skill, and terminal lock-out time is reduced.
First Aid 2 1 Stimpaks restore 15% more lost Health.
2 Stimpaks restore 30% more lost Health.
3 Stimpaks restore 45% more lost Health.
Fix It Good 27 1 You can repair armor and Power Armor to 130% of normal maximum condition.
2 You can repair armor and Power Armor to 160% of normal maximum condition.
3 You can repair armor and Power Armor to 200% of normal maximum condition.
Gunsmith 11 1 Guns break 10% slower and you can now craft Tier 1 guns (Plans required).
2 Guns break 20% slower and you can now craft Tier 2 guns (Plans required).
3 Guns break 30% slower and you can now craft Tier 3 guns (Plans required).
4 Guns break 40% slower and you can now craft Tier 4 guns (Plans required).
5 Guns break 50% slower and you can now craft Tier 5 guns (Plans required).
Hacker 4 1 Gain +1 hacking skill, and terminal lock-out time is reduced.
Licensed Plumber 5 1 Your pipe weapons break 20% more slowly and are cheaper to repair.
2 Your pipe weapons break 40% more slowly and are cheaper to repair.
3 Your pipe weapons break 60% more slowly and are cheaper to repair.
Makeshift Warrior 9 1 Melee weapons break 20% slower and you can craft Tier 1 melee weapons. (Plans required)
2 Melee weapons break 35% slower and you can craft Tier 2 melee weapons. (Plans required)
3 Melee weapons break 50% slower and you can craft Tier 3 melee weapons. (Plans required)
4 Melee weapons break 65% slower and you can craft Tier 4 melee weapons. (Plans required)
5 Melee weapons break 80% slower and you can craft Tier 5 melee weapons. (Plans required)
Master Hacker 38 1 Gain +1 hacking skill, and terminal lock-out time is reduced.
Nerd Rage! 46 1 While below 20% Health, gain 20 Damage Resist, 10% damage and 15% AP regen.
2 While below 20% Health, gain 30 Damage Resist, 15% damage and 15% AP regen.
3 While below 20% Health, gain 40 Damage Resist, 20% damage and 15% AP regen.
Pharmacist 6 1 RadAway removes 30% more radiation.
2 RadAway removes 60% more radiation.
3 RadAway removes twice as 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%.
3 All Power Armor parts and chassis weights are reduced by 75%.
Power Smith 41 1 You can now craft advanced Power Armor mods. (Plans required)
2 Crafting Power Armor now cost fewer materials.
3 Your crafted Power Armor now has improved durability.
Power Patcher 44 1 Your Power Armor breaks 20% more slowly and is cheaper to repair.
2 Your Power Armor breaks 40% more slowly and is cheaper to repair.
3 Your Power Armor breaks 60% more slowly and is cheaper to repair.
Power User 50 1 Fusion Cores now last 30% longer.
2 Fusion Cores now last 60% longer.
3 Fusion Core duration 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 it.
3 Hack an enemy robot for a 75% chance to pacify it.
Science 20 1 You can craft energy weapons, energy damage gains +5% bonus. (Plans required)
2 Craft Rank 1 energy weapons mods, energy damage gains +10% bonus. (Plans required)
Science Expert 31 1 Craft Rank 2 energy weapons mods, energy damage gains +5% bonus. (Plans required)
2 Crafting energy guns cost fewer materials and energy damage gains +10% bonus.
Science Master 43 1 Craft Rank 3 energy weapons mods, energy damage gains +5% bonus. (Plans required)
2 Crafted energy guns have improved durability and energy damage gains +10% bonus.
Scrapper 13 1 Obtain more components when you scrap weapons and armor.
Stabilized 36 1 In Power Armor, heavy guns gain more accuracy and ignore 15% armor.
2 In Power Armor, heavy guns gain even more accuracy and ignore 30% armor.
3 In Power Armor, heavy guns gain excellent accuracy and ignore 45% armor.
Stable Tools 39 1 Automatic melee weapons break 10% slower.
2 Automatic melee weapons break 25% slower.
3 Automatic melee weapons break 40% slower.
Weapon Artisan 40 1 You can repair any weapon to 130% of normal maximum condition.
2 You can repair any weapon to 160% of normal maximum condition.
3 You can repair any weapon to 200% of normal maximum condition.
Wrecking Ball 29 1 You deal +40% damage to workshop objects.
2 You deal +80% damage to workshop objects.
3 You deal +120% damage to workshop objects.

Agility[]

Agility is a measure 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/Action Girl 2 1 Action points regenerate 15% faster.
2 Action points regenerate 30% faster.
3 Action points regenerate 45% faster.
Adrenaline 49 1 Gain +6% (max 36%) damage for 30s per kill. Duration refreshes with kills.
2 Gain +7% (max 42%) damage for 30s per kill. Duration refreshes with kills.
3 Gain +8% (max 48%) damage for 30s per kill. Duration refreshes with kills.
4 Gain +9% (max 54%) damage for 30s per kill. Duration refreshes with kills.
5 Gain +10% (max 60%) damage for 30s per kill. Duration refreshes with kills.
Ammosmith 34 1 Produce 40% more rounds when crafting ammunition.
2 Produce 80% more rounds when crafting ammunition.
Born Survivor 3 1 Falling below 20% health will automatically use a Stimpak, once every 20s.
2 Falling below 30% health will automatically use 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 do 2.15x normal damage.
2 Your ranged sneak attacks do 2.3x normal damage.
3 Your ranged sneak attacks do 2.5x normal damage.
Dead Man Sprinting 8 1 Sprint 10% faster at increased AP cost when your health is below 40%.
2 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 Action Points per hit.
2 Avoid 20% of incoming damage at the cost of 30 Action Points per hit.
3 Avoid 30% of incoming damage at the cost of 30 Action Points per hit.
Enforcer 30 1 Your shotguns gain a 5% stagger chance and a 10% chance to cripple a limb.
2 Your shotguns gain a 10% stagger chance and a 20% chance to cripple a limb.
3 Your shotguns gain a 15% stagger chance and a 30% chance 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 +1 Damage and Energy Resist (Max 15). (No Power Armor)
2 Each AGI point adds +2 Damage and Energy Resist (Max 30). (No Power Armor)
3 Each AGI point adds +3 Damage and Energy Resist (Max 45). (No Power Armor)
Expert Guerrilla 25 1 Your automatic pistols now do +10% damage
2 Your automatic pistols now do +15% damage
3 Your automatic pistols now do +20% damage
Expert Gunslinger 24 1 Your non-automatic pistols now do +10% damage.
2 Your non-automatic pistols now do +15% damage.
3 Your non-automatic pistols now do +20% damage.
Goat Legs 32 1 Take 40% less damage from falling.
2 Take 80% less damage from falling.
Guerrilla 10 1 Your automatic pistols now do +10% damage
2 Your automatic pistols now do +15% damage
3 Your automatic pistols now do +20% damage
Gun Fu 50 1 V.A.T.S. swaps targets on kill with +10% damage to your next target.
2 V.A.T.S. swaps targets on kill with +10% then 30% damage to your next 2 targets.
3 V.A.T.S. swaps targets on kill with +10%, 30%, then 60% damage to your next 3 targets.
Gun Runner 4 1 Your running speed is increased by 10% when you have a pistol equipped
2 Your running speed is increased by 20% when you have a pistol equipped
Gunslinger 6 1 Your non-automatic pistols now do +10% damage.
2 Your non-automatic pistols now do +15% damage.
3 Your non-automatic pistols now do +20% damage.
Home Defense 22 1 You can craft and disarm better traps and craft better turrets. (Plans required)
2 You can craft and disarm advanced traps and craft advanced turrets. (Plans required)
3 You can craft and disarm expert traps and craft 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 Power Armor)
2 Sprinting consumes 30% fewer Action Points. (No Power Armor)
3 Sprinting consumes 40% fewer Action Points. (No Power Armor)
Master Guerrilla 43 1 Your automatic pistols now do +10% damage
2 Your automatic pistols now do +15% damage
3 Your automatic pistols now do +20% damage
Master Gunslinger 41 1 Your non-automatic pistols now do +10% damage.
2 Your non-automatic pistols now do +15% damage.
3 Your non-automatic pistols now do +20% damage.
Mister Sandman 37 1 At night your silenced weapons do an additional 25% sneak attack damage.
2 At night your silenced weapons do an additional 50% sneak attack damage.
Modern Renegade 18 1 Gain Pistol hip fire accuracy and a +2% chance to cripple a limb.
2 Gain more Pistol hip fire accuracy and a +3% chance to cripple a limb.
3 Gain excellent Pistol hip fire accuracy and a +4% chance to cripple a limb.
Moving Target 5 1 Gain +15 Damage and Energy Resistance while sprinting. (No Power Armor)
2 Gain +30 Damage and Energy Resistance while sprinting. (No Power Armor)
3 Gain +45 Damage and Energy Resistance while sprinting. (No Power Armor)
Ninja 15 1 Sneak attacks with melee weapons do an additional 30% sneak attack damage.
2 Sneak attacks with melee weapons do an additional 60% sneak attack damage.
3 Sneak attacks with melee weapons do an additional 90% sneak attack damage.
Packin' Light 9 1 Your pistols weigh 25% less.
2 Your pistols weigh 50% less.
3 Your pistols weigh 75% less.
Secret Agent 47 1 Stealth Boys last twice as long.
2 Stealth Boys last three times as long.
3 Stealth Boys last four times as long.
Sneak 20 1 You are 25% harder to detect while sneaking.
2 You are 50% harder to detect while sneaking.
3 You are 75% harder to detect while sneaking.
Thru-hiker 7 1 Food and drink weights are reduced by 30%.
2 Food and drink weights are reduced by 60%.
3 Food and drink weights are reduced by 90%.
White Knight 39 1 Your armor breaks 20% more slowly and is cheaper to repair.
2 Your armor breaks 40% more slowly and is cheaper to repair.
3 Your armor breaks 60% more slowly and is cheaper to repair.

Luck[]

Luck is a measure of your overall good fortune, and affects the recharge rate of critical hits as well as the condition and durability of items you loot.
Luck perks
Image Name Level Rank Description
Better Criticals 47 1 V.A.T.S. criticals now do +50% damage.
2 V.A.T.S. criticals now do +75% damage.
3 V.A.T.S. criticals now do +100% damage.
Bloody Mess 42 1 5% bonus damage means enemies may explode into a gory red paste.
2 10% bonus damage means enemies may explode into a gory red paste.
3 15% bonus damage means enemies may explode into a gory red paste.
Can Do! 7 1 40% chance to find an extra canned food when you "Search" a food container.
2 60% chance to find an extra canned food when you "Search" a food container
3 80% chance to find an extra canned food when you "Search" a food container
Cap Collector 16 1 You have a chance to find more bottle caps when opening a caps stash.
2 You have a better chance to find more caps when opening a caps stash.
3 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%.
2 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 only consume 85% of your critical meter.
2 Critical Hits now only consume 70% of your critical meter.
3 Critical Hits now only consume 55% of your critical meter.
Curator 19 1 The benefits of bobbleheads and magazines last twice as long.
Dry Nurse 23 1 You have a 50% chance to keep your Stimpak when you revive another player.
Four Leaf Clover 29 1 Each hit in V.A.T.S. has a chance to fill your Critical meter.
2 Each hit in V.A.T.S. has a better chance to fill your Critical meter.
3 Each hit in V.A.T.S. has an excellent chance to fill your Critical meter.
Good with Salt 9 1 Food in your inventory will spoil 30% more slowly.
2 Food in your inventory will spoil 60% more slowly.
3 Food in your inventory will spoil 90% more slowly.
Grim Reaper's Sprint 33 1 Any kill in V.A.T.S. has a 15% chance to restore all Action Points.
2 Any kill in V.A.T.S. has a 25% chance to restore all Action Points.
3 Any kill in V.A.T.S. has a 35% chance to restore all Action Points.
Junk Shield 10 1 Carry junk to gain up to 10 Damage and Energy Resistance. (No Power Armor)
2 Carry junk to gain up to 20 Damage and Energy Resistance. (No Power Armor)
3 Carry junk to gain up to 30 Damage and Energy Resistance. (No Power Armor)
Last Laugh Last Laugh 27 1 You drop a live grenade from your inventory when you die.
Luck of the Draw 14 1 Slight chance your weapon will repair itself when hitting an enemy.
2 Chance your weapon will repair itself even more when hitting an enemy.
3 Chance your weapon will greatly repair itself when hitting an enemy.
Lucky Break 24 1 Slight chance your equipped armor will repair itself when struck.
2 Chance your equipped armor will repair itself even more when struck.
3 Chance your equipped armor will greatly repair itself when struck.
Mysterious Savior 49 1 A Mysterious Savior will occasionally appear to revive you when downed.
2 A Mysterious Savior will more frequently appear to revive you when downed.
3 The Mysterious Savior will regularly appear to revive you when downed.
Mysterious Stranger 26 1 The Mysterious Stranger will appear occasionally in V.A.T.S. to lend a hand.
2 The Mysterious Stranger appears more often when using V.A.T.S.
3 The Mysterious Stranger appears so much in V.A.T.S., he knows you by name.
Mystery Meat 12 1 Stimpaks may generate edible meat tissue. Higher Rads improve the chance.
2 Stimpaks generate edible meat. Higher Rads improve the chance.
3 Stimpaks generate excessive edible meat. Higher Rads improve the chance.
One Gun Army 31 1 Heavy guns gain a 4% stagger chance and a 4% chance to cripple a limb.
2 Heavy guns gain a 8% stagger chance and a 8% chance to cripple a limb.
3 Heavy guns gain a 12% stagger chance and a 12% chance to cripple a limb.
Pharma Farma 2 1 40% chance to find extra first aid Chems when you "Search" a chem container.
2 60% chance to find extra first aid Chems when you "Search" a chem container.
3 80% chance to find extra first aid Chems when you "Search" a chem container.
Psychopath 21 1 Any kill in V.A.T.S has a 5% chance to refill your Critical Meter.
2 Any kill in V.A.T.S has a 10% chance to refill your Critical Meter.
3 Any kill in V.A.T.S has a 15% chance to refill your Critical Meter.
Quick Hands 40 1 Gain a 6% chance to instantly reload when your clip is empty.
2 Gain a 12% chance to instantly reload when your clip is empty.
3 Gain a 18% chance to instantly reload when your clip is empty.
Ricochet 38 1 Gain a 6% chance to deflect back some of enemies' ranged damage. (No PvP)
2 Gain a 12% chance to deflect back some of enemies' ranged damage. (No PvP)
3 Gain a 18% chance to deflect back some of enemies' ranged damage. (No PvP)
Scrounger 3 1 40% chance to find extra ammo when you "Search" an ammo container.
2 60% chance to find extra ammo when you "Search" an ammo container.
3 80% chance to find extra ammo when you "Search" an ammo container.
Serendipity 5 1 While below 35% health, gain a 15% chance to avoid damage.
2 While below 35% health, gain a 30% chance to avoid damage.
3 While below 35% health, gain a 45% chance to avoid damage.
Starched Genes 30 1 Less chance for you to mutate from rads or for Radaway to cure mutations.
2 You will never mutate from Rads and Radaway will never cure mutations.
Storm Chaser 35 1 Gain health regeneration while outside during rain or Rad Storms.
2 Gain high health regeneration while outside during rain or Rad Storms.
Super Duper 50 1 When you craft anything, there is a 10% chance you'll get double results!
2 When you craft anything, there is a 20% chance you'll get double results!
3 When you craft anything, there is a 30% chance you'll get double results!
Tormentor 37 1 Your rifle attacks have a 5% chance of crippling a limb.
2 Your rifle attacks have a 10% chance of crippling a limb.
3 Your rifle attacks have a 15% chance of crippling a limb.
Woodchucker 17 1 Collect twice as much when harvesting wood

Legendary perks[]

Legendary perks are a term for 16 powerful, passive abilities the player character can equip, with the first 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 can be leveled up with "perk coins," which can be 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[]

Main article: Nuclear Winter perks

There was a separate collection of perk cards available in the now-defunct Nuclear Winter game mode. Some cards were upgraded versions of the ones found in Adventure/Survival mode, while some were brand new and exclusive to the Nuclear Winter game mode. All perk cards still had a SPECIAL point requirement, so the player character required points allocated in certain SPECIAL attributes in order to equip their desired perk cards. There was no way to change SPECIAL point allocations while playing in Nuclear Winter mode at this time, so the SPECIAL allocation had to be edited in Adventure or Survival mode.

If the player entered Nuclear Winter with their Adventure/Survival mode character, they would retain all of their SPECIAL point allocations but lose all of the passive stats that go along with them.

The player character had the ability to pick only seven perk cards for a round of Nuclear Winter. However, they also had the opportunity to change their card selections prior to the round starting, while the player character was able to explore Vault 51 while waiting in a queue for a match to start. The player character was not able to change their perk card selections during the match itself.

Gallery[]

Video[]

Perks in Fallout 76
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