Multiplayer is a feature in Fallout 76.
Each server in Fallout 76 can have up to 24 player characters or more. The 24 character limit is expandable to allow characters to join the same servers as their friends. Each player character was a carefully chosen resident or child thereof of Vault 76, tasked with rebuilding North America.
Each container in Appalachia is instanced per player character, meaning characters do not compete for their contents and may see different items in the same container or corpse. Certain items in the world space such as junk or loose weapons, however, are not instanced per character and will become unavailable once taken by any character until they eventually respawn.
Multiple players can work together in building workshops, attacking wild monsters, or exploring Appalachia. A player can team up with up to three other players. Each team member can select a perk card to share with their teammates. Many events and quests are designed for teams, although each is completable playing solo as well (though only possibly at higher levels). Many perks will require being a member of a team to activate, while Lone Wanderer only works while playing solo.
- Sharing perk cards (3 base Charisma per perk card rank)
- Note: Points added by apparel or aid items do not count toward perk card sharing
- Note: Points added by perks do not count toward perk card sharing
- Note: Points added by Roleplay public team do not count toward perk card sharing
- Note: Points added by Legendary Charisma do not count toward perk card sharing
- You may fast travel to any teammate, as well as their C.A.M.P. or Survival tent for free.
- Teammates are identified on-screen and their C.A.M.P.s and Survival tents are revealed on the map.
- Bottlecaps earned through PvP will be divided amongst your team, even with members who did not contribute.
- Shared instanced locations, such as Daily Ops and quests.
- Your spot on a team is held for you if you ALT-F4 or happen to crash the game.
Public teams are formed or joined through the Social menu. Anyone can join a public team so long as there is an available spot. Each public team has its own passive bonus that scales with each additional team member. These bonuses only activate once each player has "bonded", or has been on the team for 5 minutes. The different public teams are as follows:
|Casual team||+1/2/3/4 INT|
|Daily Ops team||+25/50/75/100% XP for Completing Daily Ops|
|Exploration team||+1/2/3/4 END|
|Roleplay team||+1/2/3/4 CHR|
|Hunting team||+25/50/75/100% XP for Legendary Kills|
|Events team||+25/50/75/100% XP for Completing Events|
|Template:Removed Building team||+1/2/3/4 INT|
|Workshop Raid team|
|Special events team|
After reaching level 5, players may invite other players to player-versus-player (PvP) by attacking, though these "handshake" attacks do not deal any damage. If the player being attacked fires back, PvP will be flagged for both players. PVP combat is on a character-to-character basis only, so initiating PvP does not automatically drag either player's teammates into combat unless they too are attacked and attack back.
Damage dealt is capped at 110 per hit marker in all PvP interactions. Players who are close to the same level inflict full damage. Player characters who are severely different in level have their damage placed on a curve with the higher level player doing less damage than they normally would at their level, while the lower level player deals more.
Winners automatically receive a sum of caps from the loser. Caps lost is dependent on the player level and number held. Winners may also collect any junk their target drops, but receive no instanced loot or XP. If a player dies in PvP combat, they can choose seek revenge, respawning immediately nearby with PvP enabled. If they succeed, they receive double the rewards.
- Pacifist mode
Players can opt out of PVP combat by enabling a Pacifist Mode in the options menu. Pacifists will not do damage to any other player character and therefore cannot accept invitations to fight. This option prevents other player characters from intentionally entering crossfire so as to trigger a duel. This does not apply during PvP-focused events or at workshops.
Bounties, or Wanted status, are obtained by lockpicking doors and containers belonging to other players. Each transgression will add toward the overall sum of the bounty. A wanted player and their bounty are visible to all other players from the map, indicated by a red star. A wanted player will not see the locations of any players or C.A.M.P.s on the map, except for teammates. Wanted players are considered flagging for PvP with any player, even teammates or temporary event teammates. Another player may automatically begin PvP by attacking the wanted player. Killing the marked player subtracts the sum of the bounty from their held caps and adds it to the killer's.
- PvP quests/events
- Hunter/Hunted - tune into the radio station to queue up
- Monster Mash - event at Watoga High School
- Players can initate PvP by contesting a workshop owned by another player.
- Survival mode
- Survival (beta)
- PvP combat does not become available until the player character is level 5.
- VATS is disabled on most weapons for PvP interactions. The shots will connect and consume AP, but they will deal 0 damage. It is unclear whether this is a bug or an intended mechanic.
- Before patch 7.5, weapons dealt unrestricted damage in PvP interactions.
- Before Patch 7.5, the PVP initiation attacks dealt damage akin to a glove slap. Killing a player placed a bounty on the killer's head.
- Fast traveling will clear PvP flags
- Pacifist mode will prevent the player from initiating PvP.
- Camp objects may be destroyed when flagged for PvP with the nearby owner.
- PvP is enabled in Shelters.
- Points added by Legendary Charisma do not count toward perk card sharing
- Does not include Bounties
- They may still PvP in dedicated PvP zones