Fallout 76: List of all Perk Cards – Tips for Trading, Resetting, Planning

Fallout 76: List of all Perk Cards – Tips for Trading, Resetting, Planning

The perks in Fallout 76 come in the form of cards that you mainly receive through level-ups. We have compiled all the information and a list of the perks for you in an overview and have some tips ready.

What are the perks in Fallout 76? In Fallout 76, the perks are available in the form of cards. They can be freely equipped and unequipped.

Traditionally, there is the SPECIAL system, whose attributes dictate which perks you can equip. These form the foundation for your character.

Many perks have multiple levels. When you combine the cards, you get more powerful but sometimes also more expensive perks. You can carry perks with a total value of up to 56 points and build strong builds.

By now, there are even legendary perks that are even stronger. You can find them in our list: All legendary perks – How to obtain them and upgrade them

How do I obtain perk cards? You generally receive a card at every level-up, as well as a card pack every fifth level. From level 50, you can also choose to redistribute a SPECIAL attribute instead of gaining a new perk. How to level up faster in Fallout 76, you can find out in our guide.

Fallout 76 Perk or Special Screen

If you play in a group, you can even share perks with your teammates. When a perk is shared, the whole group has access to its function.

This article was first published on August 20, 2018, and was updated on April 16, 2020, to the status of the new Wastelanders update.

All Perks in Overview

We have listed all perks according to their corresponding SPECIAL attributes. The effects of the different ranks are marked with slashes in the corresponding places.

There are pro and master variants of some cards. These can stack with other cards of the same type for an even greater effect.

The Strength Perks (Strength)

  • Bear Strong – Heavy weapons weigh 30/60/90% less.
  • Gladiator – One-handed melee weapons deal +10/15/20% damage.
  • Pro Gladiator – One-handed melee weapons deal +10/15/20% damage.
  • Master Gladiator – One-handed melee weapons deal +10/15/20% damage.
  • Weapon Belt – Ammunition for ballistic weapons weighs 45/90% less.
  • Brawler – Your two-handed melee weapons now deal +10/25/20% damage.
  • Pro Brawler – Your two-handed melee weapons now deal +10/25/20% damage.
  • Master Brawler – Your two-handed melee weapons now deal +10/25/20% damage.
  • Barbarian – Each point of Strength adds +2/+3/+4 damage resistance (Maximum 40, no Power Armor).
  • Slugger – Hits with guns deal +25/50% damage and there is a chance of 5/10% to cripple your opponent.
  • Blocker – You take 15/30/45% less damage from enemy melee attacks.
  • Bullet Shield – When firing heavy weapons, you gain 20/40/60 damage resistance.
  • Big and Heavy – Your non-explosive heavy weapons now deal +10/15/20% damage.
  • Big and Heavy – Pro – Your non-explosive heavy weapons now deal +10/15/20% damage.
  • Big and Heavy – Master – Your non-explosive heavy weapons now deal +10/15/20% damage.
  • Like Butter – Your melee weapons ignore 25/50/75% of the target’s armor.
  • Iron Fist – Your unarmed attacks now deal +10/15/20% damage.
  • Reloading – Heavy weapons are reloaded 10/20/30% faster.
  • Martial Artist – Your melee weapons weigh 20/40/60% less and you can swing them 10/20/30% faster.
  • Explosives Expert – Explosives weigh 30/60/90% less.
  • Packer – Junk items weigh 25/50/75% less.
  • Charge Through – Deal damage to enemies and knock them back by sprinting against them with Power Armor (gets stronger with each rank).
  • Shotgun Fan – Shotguns weigh 30/60/90% less and are reloaded 10/20/30% faster.
  • Shotgun Shooter – Your shotguns now deal +10/15/20% damage.
  • Pro Shotgun Shooter – Your shotguns now deal +10/15/20% damage.
  • Master Shotgun Shooter – Your shotguns now deal +10/15/20% damage.
  • Strong Back – You gain +10/20/30/40 carrying capacity.
  • Well Built – Armor weighs 25/50% less.
  • Full Charge – When sprinting in Power Armor, only half/none of the Fusion Energy is consumed.
  • Travel Pharmacy – Chems (including Stimpaks) weigh 30/60/90% less.
Fallout 76 Strength Perks

The Perception Perks (Perception)

  • Awareness – You can see the damage resistances of a target in V.A.T.S.
  • Commando – Automatic rifles deal +10/15/20% damage.
  • Pro Commando – Automatic rifles deal +10/15/20% damage.
  • Master Commando – Automatic rifles deal +10/15/20% damage.
  • Concentrated Fire – You can now target body parts in V.A.T.S. Each V.A.T.S. attack on the same body part increases damage and precision (stronger with each rank).
  • Master Marksman – Your pistols have 10/20/30% more range and increased precision when using the scope.
  • Pest Control – Your attacks ignore 25/50/75% of insect armor.
  • Watch Out, Grenade! – When throwing thrown weapons, a glowing arc is displayed and they fly 15/30/50% further.
  • Glowing Sight – You deal +20/40/60% damage against glowing enemies.
  • Grenadier – Your explosives detonate with a 50/100% larger radius.
  • Frontline – The reload speed of automatic rifles increases by 10/20/30%, and hip-firing improves as well.
  • Long Shot – Your rifles have 10/20/30% more range and increased precision when using the scope.
  • Cat Eyes – You gain night vision between 7 PM and 6 AM while sneaking.
  • Night Person – You gain +1/2/3 INT and PER between 6 PM and 6 AM.
  • Welfare – 40/60/80% chance to find extra meat when “looting” animal corpses.
  • Refractor – You gain +10/20/30/40 energy resistance.
  • Rifleman – Your non-automatic rifles now deal +10/15/20% damage.
  • Pro Rifleman – Your non-automatic rifles now deal +10/15/20% damage.
  • Master Rifleman – Your non-automatic rifles now deal +10/15/20% damage.
  • Trick Shot – Your shotguns have improved precision and spread (stronger with each rank).
  • Sharpshooter – You gain more control and can hold your breath for 25/50/75% longer when using scopes.
  • Armor Piercer – Your rifles ignore 12/24/36% armor and have a chance of 3/6/9% to stagger enemies.
  • Magazine Finder – The direction of a magazine is indicated by an audio cue when you are within its range.
  • Treasure Hunter – The direction of a bottle cap stash is indicated by an audio cue when you are within its range.
  • Wacky Perception – The direction of a bobblehead is indicated by an audio cue when you are within its range.
  • Green Thumb – When collecting plants, you receive double the amount. Especially useful, if you want to craft adhesive.
  • Archer – Increases damage with bows and crossbows by 10/20/30%
  • Pro Archer – Increases damage with bows and crossbows by 10/20/30%
  • Master Archer – Increases damage with bows and crossbows by 10/20/30%
  • Draw the Bow – Bows and crossbows ignore 12/24/36% armor and have a chance of 3/6/9% to stagger the opponent
Fallout 76 Perception Perks

The Endurance Perks (Endurance)

  • Adamantium Skeleton – Your body part damage is reduced by 30/60/90%.
  • Stamina – Hunger and thirst increase 20/40/60% slower at night.
  • Aquagirl/Aquaboy – You no longer take radiation damage while swimming and can hold your breath underwater longer.
  • Cannibal – Eating human, ghoul, super mutant, scorched, or mole rat corpses restores health and reduces hunger (stronger with each rank).
  • Chem Fanatic – Chems that you consume work 30/60/100% longer.
  • Medication Resistant – The chance of becoming addicted to Chem use is halved. Rank 2 makes you immune to addiction.
  • Cola Connoisseur – Nuka-Cola products now have double/triple the positive effect.
  • Dromedary – All drinks quench 25/50/75% more thirst.
  • Fireproof – You take 15/30/45% less damage from explosions and flame attacks.
  • Ghoulish – You regenerate lost health from radiation (stronger with each rank).
  • Hydro Chems – Chems cause 50% less/no thirst.
  • Homely – While you are in your camp or workshop, your health and your body parts’ health gradually regenerates.
  • Hit and Stab Resistant – You gain 10/20/30/40/50 damage and energy resistance while not wearing Power Armor.
  • Iron Stomach – The chance of getting sick from food is reduced by 30/60/90%.
  • Lead Belly – You take 30/60/100% less radiation from eating and drinking.
  • Life Giver – You gain a total of +15/30/45 health points.
  • Feast Flash Resistant – Consuming Chems causes 50/100 less hunger.
  • Immunity – The chance of contracting a disease from the environment is reduced by 30/60/90%.
  • Strong at Night – You gain +20/40 max health between 6 PM and 6 AM.
  • Photosynthesis – From 6 AM to 6 PM, you receive health regeneration (stronger at rank 2).
  • Radicool – The higher your RAD value, the greater your strength (max +5)
  • Radiation Resistant – You gain 10/20/30/40/50 radiation resistance.
  • Reincarnator – You receive a damage bonus of 25/50% for 2 minutes when a player revives you.
  • Slow Metabolism – All foods satisfy hunger 25/50/75% better.
  • Solar Energy – Between 6 AM and 6 PM, you gain +1/2/3 STR and END.
  • Sun-Kissed – Between 6 AM and 6 PM, radiation damage is slowly healed (stronger at rank 2).
  • Thirst Quencher – When drinking liquids, there is a 30/60/90% lower chance of getting sick.
  • Vaccinated – The chance of contracting diseases from creatures is reduced by 30/60/90%.
  • Brave Dog – Dog food has three times the positive effect.
  • Sniffer – You will never become addicted to alcohol.
Fallout 76 Endurance Perks

The Charisma Perks

  • Animal Friend – Aim at an animal of a low level with your weapon and get a 25/50/75% chance to calm it down. This is how you can tame animals and make them pets.
  • Bodyguard – You gain 6/8/10/12 damage and energy resistance (maximum 18/24/30/36) for each team member (except you).
  • Rescue Medic – Players you revive receive health regeneration for 15/30/60 seconds.
  • Field Surgeon – Stimpaks and RadAway work much faster.
  • Cheering Up – Team members hit by your flamethrowers regain health for a short period (does not apply to Molotov cocktails, stronger with each rank).
  • Camping Pro – Hunger and thirst increase 40/80% slower when you are in the C.A.M.P. or a team workshop.
  • Luck is with Drinkers – Your luck increases by 2/3 as long as you are under the influence of alcohol.
  • Master Trader – When buying and selling, you now get better prices from non-player merchants (stronger with each rank).
  • Healing Hands – Players you revive are healed of all RADs.
  • Syringe – Players you revive regenerate +6/12/18 action points for 10 minutes.
  • Inspirational – In a team, you receive 5/10/15% more XP.
  • Lone Wanderer – When wandering alone, you take 10/15/20% less damage and gain 10/20/30% AP regeneration.
  • Irresistible – For each of your team members (except you), you receive +1/2 CHA.
  • Too Generous – RADs increase your chance to deal 25/50 RAD in melee attacks.
  • Party Girl/Party Boy – The effect of alcohol doubles/triples.
  • Philanthropist – When you eat or drink, your team’s hunger and thirst decrease (stronger with each rank).
  • Quack – You can revive other players with spirits.
  • RAD Sponge – When affected by RADs, you regularly heal 80/140/200 RADs for nearby team members.
  • Spirit Healer – You regenerate health for 5/7/10 seconds after reviving another player.
  • Squad Maneuver – In a team, you run 10/20% faster.
  • In the Dozen Odd – Positive mutation effects are +25% stronger when team members are also mutated.
  • Suppressor – Reduces the damage dealt by the target by 10/20/30% for 2 seconds after you attack.
  • Team Medic – Your stimpaks now heal nearby teammates with 50/75/100% effectiveness.
  • Meat Tenderizer – Your target takes 5/6/7% more damage for 5 seconds after you attack.
  • Vampire – Blood Packs quench your thirst, do not irradiate you and heal 50/100/150% more.
  • Wasteland Whisperer – Aim your weapon at a wasteland creature and get a 25/50/75% chance to calm it down. According to some players, this is also necessary for taming animals.
  • Disease Immunity – When healing diseases, there is a 50/100% chance to heal a disease in nearby team members.
  • Travel Advisor – Fast travel costs 30% fewer caps.
Fallout 76 Charisma Perks

The Intelligence Perks

  • Armor Master – You can now craft advanced armor mods. Higher ranks reduce crafting costs.
  • Batteries Included – Ammunition for energy weapons weighs 30/60/90% less.
  • Savvy Crafter – When crafting workshop items, 25/50% fewer materials are consumed.
  • Demolition Expert – Explosives deal +20/30/40/50/60% damage.
  • First Aid – Stimpaks restore 15/30/45% more lost health.
  • Repair Genius – You can repair armor and Power Armor up to 130/160/200% of the normal maximum.
  • Gunsmith – Firearms break 10/20/30/40/50% slower, and you can craft firearms of level 1/2/3/4/5. (Plans required)
  • Improvisational Talent – Your improvised weapons wear out 20/40/60% slower, and repair is cheaper.
  • Melee Warrior – Melee weapons break 10/20/30/40/50% slower, and you can craft melee weapons of level 1/2/3/4/5. (Plans required)
  • Nerd Rage – At less than 20% health, you gain 20/30/40 damage resistance, 10/15/20% damage, and 15% AP regeneration.
  • Wearable Power – Reduces the weight of all Power Armor parts and chassis by 25/50/75%.
  • Power Flicker – Your Power Armor wears out 20/40/60% slower, and repairs are cheaper.
  • Pharmacist – RadAway removes 30/60/100% more radiation.
  • Power Smith – You can now craft advanced Power Armor mods. (Plans required) Higher levels reduce material costs.
  • Power User – Fusion cores last 30/60/100% longer.
  • Robot Expert – Hack an enemy robot and gain a 25/50/75% chance to calm it down.
  • Scientist – You can now craft energy weapons. (Plans required) Rank 2 allows level 1 mods.
  • Pro Scientist – You can craft rank 2 mods for energy weapons. (Plans required) Rank 2 reduces crafting costs for energy weapons.
  • Master Scientist – You can craft rank 3 mods for energy weapons (Plans required). Rank 2 increases the durability of crafted energy weapons.
  • Stabilized – When wearing Power Armor, heavy weapons gain more precision and ignore 15/30/45% armor.
  • Weapon Crafter – You can repair any weapon up to 130/160/200% of the normal maximum.
  • Wrecking Ball – You deal +40/80/120% damage against workshop objects.
  • Chemist – You receive double the amount when crafting chems.
  • Hacker – Your hacking skill increases by +1, and the lockout time at terminals is reduced.
  • Pro Hacker – Your hacking skill increases by +1, and the lockout time at terminals is reduced.
  • Master Hacker – Your hacking skill increases by +1, and the lockout time at terminals is reduced.
  • Recycler – You receive more components when recycling weapons and armor. Especially useful for farming steel in Fallout 76.
Fallout 76 Intelligence Perks

The Agility Perks (Agility)

  • Action Girl/Action Boy – Action points regenerate 15/30/45% faster.
  • Adrenaline – You receive +6/7/8/9/10% damage for 30 seconds per kill (max 36/42/48/54/60%). The time resets with new kills.
  • Ammunition Smith – The amount produced when crafting ammunition increases by 40/80%.
  • Born Survivor – If your health is less than 20/30/40%, you automatically use a Stimpak every 20 seconds.
  • Covert Operations – Your ranged stealth attacks deal 2.15/2.3/2.5 times normal damage.
  • Raging Pain – Your sprint speed increases at a higher AP cost by 10/20% when your health is below 40/50%.
  • Quick Dodge – Avoid 10/20/30% of the damage taken for 30 action points per hit.
  • With Force – Your shotguns have a 5/10/15% chance to stagger opponents and a 10/20/30% chance to cripple a body part.
  • Dodged – You can shake off enemies while sneaking, and running no longer affects your stealth maneuvers.
  • Evasive – Each BWE point adds +1/2/3 damage and energy resistance (max 15/30/45). (no Power Armor)
  • Goat Legs – You take 40/80% less damage from falls.
  • Guerrilla – Your automatic pistols now deal +10/15/20% damage.
  • Pro Guerrilla – Your automatic pistols now deal +10/15/20% damage.
  • Master Guerrilla – Your automatic pistols now deal +10/15/20% damage.
  • Peng-Fu – When killing in V.A.T.S., you deal +10% damage to your next target. Rank 2 then adds another 20% to the next two targets. Rank 3 adds another 30% to the next three targets.
  • Gun Runner – Your sprinting speed increases by 10/20% when you have a pistol equipped.
  • Gunman – Your non-automatic pistols now deal +10/15/20% damage.
  • Pro Gunman – Your non-automatic pistols now deal +10/15/20% damage.
  • Master Gunman – Your non-automatic pistols now deal +10/15/20% damage.
  • Defender – You can craft and disarm better traps and craft better turrets (plans required, 3 ranks)
  • Light-Footed – You do not trigger mines or ground traps when sneaking.
  • Marathon Runner – You consume 20/30/40% fewer action points when sprinting. (no Power Armor)
  • Sandman – At night, your suppressed weapons deal 25/50% extra damage.
  • Hip Gold – Firing from the hip with pistols is improved, and you gain a 2/3/4% chance to cripple a body part.
  • Moving Target – You gain +15/30/45 damage and energy resistance when sprinting (no Power Armor)
  • Ninja – Stealth attacks with melee weapons deal 2.3/2.6/3 times normal damage.
  • Light Luggage – Your pistols weigh 25/50/75% less.
  • Secret Agent – Stealth Boys last double/triple/four times as long.
  • Stealth – You are 25/50/75% harder to detect while sneaking.
  • Thru-Hiker – Food and drinks weigh 30/60/90% less.
  • White Knight – Your armor wears out 20% slower, and repairs are cheaper.

The Luck Perks (Luck)

  • Mega Critical Hits – Critical hits in V.A.T.S. now deal +20/30/40% damage.
  • Bloody Mess – 5/10/15% bonus damage sometimes causes enemies to explode into a bloody mess.
  • Lucky in Cans – 40/60/80% chance to find an extra can when “looting” food containers.
  • Tax Auditor – When looting bottle cap stashes, there is a chance to find more bottle caps (stronger with each rank).
  • Class Freak – The negative effects of your mutations are reduced by 25/50/75%.
  • Critical Insight – Critical hits only consume 85/70/55% of your critical hit bar.
  • Curator – The effects of bobbleheads and magazines last twice as long.
  • Pro Medic – When reviving another player, there is a 50% chance to keep your Stimpak.
  • Four-Leaf Clover – Each hit in V.A.T.S. has a chance to fill your critical hit bar (stronger with each rank).
  • Reaper Sprint – If you kill an enemy in V.A.T.S., there is a 15/25/35% chance that your action points are fully restored.
  • Scrap Shield – Carry scrap to gain up to 10/20/30 damage and energy resistance (no Power Armor)
  • Repair Shot – There is a small chance that your weapon repairs itself when you hit an opponent (stronger repair with each rank).
  • Repair Hit – There is a small chance that your equipped armor repairs itself when you get hit (stronger repair with each rank).
  • Mysterious Savior – The Mysterious Savior occasionally appears to revive you when you go down.
  • Mysterious Stranger – The Mysterious Stranger occasionally appears in V.A.T.S. to help you (each rank increases the chance).
  • Strange Meat – Stimpaks can produce edible tissue. The higher the RAD value, the higher the chance.
  • One-Woman Army – Heavy weapons have a 4/8/12% chance to stagger opponents and a 4/8/12% chance to cripple a body part.
  • Pharma Fan – 40/60/80% chance to find extra first aid chems when “looting” chem containers.
  • Psychopath – If you kill an opponent in V.A.T.S., there is a chance of 5/10/15% that your critical hit bar gets filled.
  • Quick Fingers – You gain a 6/12/18% chance to immediately reload when your magazine is empty.
  • Ricochet – You gain a 6/12/18% chance to reflect part of the ranged damage back to the attacker. (no PvP)
  • Freeloader – 40/60/80% chance to find additional ammunition when “looting” ammunition containers.
  • Happy Accident – When your health is below 30%, you gain a 15/30/45% chance to avoid damage.
  • Strengthened Genes – Lower chance of mutating from RADs or healing mutations by using RadAway. At rank 2, you cannot mutate and retain any mutation even when using RadAway.
More on the topic
Fallout 76: List of all mutations, what they provide, how to get them & heal them
von Benedict Grothaus
  • Storm Hunter – Regenerates your health when you are outside during a thunderstorm or radiation storm (stronger at rank 2).
  • Super Duper – When you craft something, there is a 10/20/30% chance to receive double the amount!
  • Tormentor – Your rifle attacks have a 5/10/15% chance to cripple.
  • He Who Laughs Last – You drop a sharp grenade from your inventory when you die.
  • With Salt a Poem – Food in your inventory spoils 30/60/90% slower.
  • Lumberjack – When collecting wood, you receive double the yield. Here you can find out how to efficiently collect wood.
Fallout 76 Luck Perks

Tip: Swap and Reset Perks

This is how you swap perks: If you are not satisfied with your current perk setup, you can simply swap them anytime. Just take the corresponding perk card out of the slot.

You can then insert a new card. Keep in mind that you are only allowed to equip cards with a combined value of the respective attribute (maximum 15) in each SPECIAL attribute.

With one of the upcoming updates, there will also be perk loadouts. Then you can easily create a setup of perks, such as one for building, one for crafting, and one for fighting. With the press of a button, you can then switch them.

Fallout76perks

How can I reset perks? It is not possible to reset perks. The SPECIAL attributes are fixed. However, from reaching level 51, you can always learn additional perks and redistribute attributes.

If you are not satisfied with your current build, you must level up further until you have enough points to change. You can simply keep collecting perks until you have them all.

Plan Your Perks with a Planner

This is how you plan your build: If you don’t want to level and skill blindly, you can prepare a build in a planner beforehand. We recommend two different tools:

Are you already experts in using perks and building? Or would you have liked to know some things beforehand?

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