Fallout 76 perks
Under
construction
construction
Action Boy
Action Points regenerate 45% faster.
Marathoner
Sprinting consumes 40% fewer Action Points. (No Power Armor)
Gun Runner
Your running speed is increased by 20% when you have a pistol equipped.
Evasive
Chance to Evade attacks based on AGI. (No Power Armor)
Escape Artist
Sneak to lose enemies, and running no longer affects stealth.
Gun Fu
V.A.T.S. swaps targets on kill with +10%, 30%, then 60% damage to your next 3 targets.
Light Footed
While sneaking, you never trigger mines or floor-based traps.
Dead Man Sprinting
Sprint 20% faster at increased AP cost when your health is below 50%.
Home Defense
You can craft and disarm expert traps and craft expert turrets. (Plans required)
Goat Legs
Take 80% less damage from falling.
Happy-Go-Lucky
Your Luck is increased by 3 while under the influence of alcohol.
Overly Generous
Rads increase your chance to inflict 50 Rads with melee attacks!
E.M.T.
Players you revive come back with high health regen for 60 seconds.
Rad Sponge
When affected by rads, you periodically heal 200 rads on nearby teammates.
Strange In Numbers
Positive mutation effects are +25% stronger if teammates are mutated too.
Spiritual Healer
You regenerate even more health for 10 seconds after reviving another player.
Squad Maneuvers
Run 20% faster when part of a team.
Healing Hands
Players you revive are cured of all Rads.
Injector
Players you revive have +18 Action Point regen for 10 minutes.
Hard Bargain
Gain 7 CHA when bartering at non-player vendors.
Wasteland Whisperer
Aim your gun at some creatures for a 75% chance to pacify it.
Travel Agent
You pay 30% fewer Caps when Fast Traveling.
Anti-Epidemic
Your disease cures always cure a disease from nearby teammates too.
Professional Drinker
There's no chance you'll get addicted to alcohol.
Ghoulish
Radiation now regenerates even more of your lost Health!
Photosynthetic
Gain improved Health regen between the hours of 6:00 a.m. and 6:00 p.m.
Thirst Quencher
Increased Max AP based on END while not diseased.
Vaccinated
Increased Disease Resistance based on END.
Adamantium Skeleton
Gain Limb Damage Reduction based on your END.
Chem Resistant
You gain complete immunity to chem addiction.
Homebody
Gain improved health and limb regeneration while in your camp or workshop.
Fireproof
Take 45% less damage from explosions and flame attacks.
Starched Genes
You will never mutate from rads and RadAway will never cure mutations.
Revenant
Gain a +50% damage bonus for 2 minutes when a player revives you.
Rejuvenated
You gain even better benefits from being Fully Fed or Fully Hydrated.
Electric Absorption
20% chance energy damage will recharge your power armor's fusion core and restore health.
Power Armor Reboot
40% chance to auto-revive with full health if you're downed in Power Armor.
Retribution
Blocking a melee attack restores 4 HP and 4 AP for 15 seconds.
Power User
Fusion Core duration is now doubled.
Grim Reaper's Sprint
Any kill in V.A.T.S. has a 35% chance to restore all Action Points.
Psychopath
Any kill in V.A.T.S. has a 15% chance to refill your Critical Meter.
Serendipity
While below 30% health, gain a chance to Evade based on LCK. (No Power Armor)
Ricochet
Gain a chance to Deflect ranged attacks based on LCK.
Mysterious Stranger
The Mysterious Stranger appears so much in V.A.T.S., he knows you by name.
Can Do!
80% chance to find an extra canned good in food containers.
Mystery Meat
Stimpaks generate excessive, edible meat. Higher Rads improve the chance.
Pharma Farma
80% chance to find extra first aid Chems in chem containers.
Four Leaf Clover
Misses in V.A.T.S. now contribute to the Critical Meter based on your LCK
Class Freak
The negative effects of your mutations are reduced by 75%.
Storm Chaser
Gain high health regeneration while outside during rain or Rad Storms.
Mysterious Savior
The Mysterious Savior will regularly appear to revive you when downed.
Super Duper
When you craft anything, there is a 30% chance you'll get double results!
Dry Nurse
You have a 50% chance to keep your Stimpak when you revive another player.
Last Laugh
You drop a live grenade from your inventory when you die.
Good With Salt
Food in your inventory will spoil 90% slower.
Night Eyes
Gain Night Vision while sneaking.
Concentrated Fire
V.A.T.S. targets limbs. Focus fire to gain high accuracy and damage per shot.
Fire in the Hole
See a throwing arc when tossing thrown weapons, and they fly 50% further.
Awareness
You can view a target's specific damage resistances in V.A.T.S.
Grenadier
Your explosives detonate with twice the radius.
Percepti-Bobble
You hear directional audio when in range of a Bobblehead.
Pannapictagraphist
You hear directional audio when in range of a Magazine.
Fortune Finder
You hear directional audio when in range of a Caps Stash.
Lock and Load
Heavy guns reload 60% faster.
Pain Train
Devastate and stagger enemies by sprinting into them with Power Armor.
Full Charge
Sprinting in Power Armor consumes no extra Fusion Core energy.
Brawling Chemist
Generate 2 combat enhancing chems every 40 minutes.�Up to a max of 5.
Survival Shortcut
Generate 2 survival aiding chem every 20 minutes. Up to a max of 10.
Power Sprinter
While in Power Armor, Sprinting consumes 50% fewer Action Points
Modern Renegade
Pistols gain +45% hip fire accuracy and a +12% chance to cripple a limb.
Enforcer
Your shotguns gain a 15% stagger chance and a 30% chance to cripple a limb.
Tenderizer
Make your target receive 10% more damage for 10 seconds after you attack.
Suppressor
Reduce your target's damage output by 30% for 2 seconds after you attack.
Friendly Fire
Teammates hit by your flame weapons regen even more health (no grenades).
Bullet Shield
Gain 20% Deflect chance for 6 sec when firing a heavy gun.
Follow Through
Ranged sneak damage increases damage to target by 40% for 10 seconds.
Far-Flung Fireworks
Enemies killed with a ranged weapon have a 20% chance to explode.
Detonation Contagion
Enemies killed with a thrown explosive have a 50% chance to explode.
Exploding Palm
20% chance for Unarmed Weapons to trigger an explosion on attack hits.
Collateral Damage
Enemies killed with a melee weapon have a 20% chance to explode.
Stabilized
In Power Armor, heavy guns gain excellent accuracy and ignore 45% armor.
Tormentor
Your rifle attacks have a 15% chance of crippling a limb.
Better Criticals
V.A.T.S. criticals now do +100% damage.
One Gun Army
Heavy guns gain a 12% stagger chance and a 12% chance to cripple a limb.
Critical Savvy
Critical Hits now only consume 55% of your critical meter.
Quick Hands
Gain a 18% chance to instantly reload when your clip is empty.
Ground Pounder
Your rifles reload 30% faster and have excellent hip fire accuracy.
Sniper
Gain improved control and hold your breath 75% longer while aiming scopes.
Tank Killer
Your rifles and pistols ignore 36% armor and have a 9% chance to stagger.
Crack Shot
All pistols have 30% more range and more accuracy when aiming down sights.
Long Shot
Your rifles have 30% more range and more accuracy when aiming down sights.
Skeet Shooter
Your shotguns have excellent accuracy and spread.
Exterminator
Your attacks ignore 75% armor of any insect.
Bow Before Me
Your bows and crossbows ignore 36% armor and have a 9% chance to stagger.
Basher
Gun bashing does +50% damage with a 10% chance to cripple your opponent.
Incisor
Your melee and unarmed weapons ignore 75% of your target's armor.
Hack and Slash
50% chance for melee VATS attacks to do area damage.
Master Gunslinger
Your non-automatic pistols now do +20% damage.
Gunslinger
Your non-automatic pistols now do +20% damage.
Expert Gunslinger
Your non-automatic pistols now do +20% damage.
Guerrilla
Your automatic pistols now do +20% damage.
Expert Guerrilla
Your automatic pistols now do +20% damage.
Master Guerrilla
Your automatic pistols now do +20% damage.
Wrecking Ball
You deal +120% damage to workshop objects.
Science
Craft Rank 1 energy weapons mods, energy damage gains+10% Bonus. (Plans required)
Science Master
Crafted energy guns have improved durability and energy damage gains +10% bonus.
Bloody Mess
15% bonus damage means enemies may explode into a gory red paste.
Rifleman
Your non-automatic rifles now do +20% damage.
Master Commando
Lifelong combat training means automatic rifles do +20% damage.
Master Rifleman
Your non-automatic rifles now do +20% damage.
Expert Rifleman
Your non-automatic rifles now do +20% damage.
Commando
Basic combat training means automatic rifles do +20% damage.
Expert Commando
Rigorous combat training means automatic rifles do +20% damage.
Glow Sight
Deal +60% damage to Glowing Enemies.
Expert Archer
Your bows and crossbows now do +20% damage.
Archer
Your bows and crossbows now do +20% damage.
Master Archer
Your bows and crossbows now do +20% damage.
Master Heavy Gunner
Your non-explosive heavy guns now do +20% damage.
Slugger
Your two-handed melee weapons now do +20% damage.
Heavy Gunner
Your non-explosive heavy guns now do +20% damage.
Expert Heavy Gunner
Your non-explosive heavy guns now do +20% damage.
Master Shotgunner
Your shotguns now do +20% damage.
Shotgunner
Your shotguns now do +20% damage.
Expert Shotgunner
Your shotguns now do +20% damage.
Gladiator
Your one-handed melee weapons now do +20% damage.
Iron Fist
Your punching attacks now do +20% damage.
Expert Gladiator
Your one-handed melee weapons now do +20% damage.
Master Gladiator
Your one-handed melee weapons now do +20% damage.
Expert Slugger
Your two-handed melee weapons now do +20% damage.
Master Slugger
Your two-handed melee weapons now do +20% damage.
Packin' Light
Your pistols weigh 75% less.
Thru-hiker
Food and drink weights are reduced by 90%.
Portable Power
All Power Armor parts and chassis weights are reduced by 75%.
Batteries Included
Energy weapon ammo weighs 90% less.
Strong Back
Gain +40 to carry weight.
Sturdy Frame
Armor weighs 50% less than normal.
Bear Arms
Heavy guns weigh 90% less.
Traveling Pharmacy
Weights of all Chems (including Stimpaks) are reduced by 90%.
Scattershot
Shotguns now weigh 90% less and you reload them 30% faster.
Bandolier
Ballistic weapon ammo weighs 90% less.
Pack Rat
The weight of all junk items is reduced by 75%.
Ordnance Express
Explosives weigh 90% less.
Martial Artist
Your melee weapons weigh 60% less, and you can swing them 30% faster.
Arms Keeper
Your rifles weigh 75% less.
Moving Target
Gain +45 Resistance to Damage & Energy while sprinting. (No Power Armor)
Born Survivor
Falling below 40% health will automatically use a Stimpak, once every 20s.
Dodgy
Avoid 30% of incoming damage at the cost of 30 Action Points per hit.
Lone Wanderer
Gain Resistances and AP Regen based on your CHA while not on a team.
Ironclad
Gain +50 Resistance to Damage & Energy while not wearing Power Armor.
LifeGiver
Gain more max HP per point in END.
Nocturnal Fortitude
Gain +40 to Max Health between the hours of 6:00 p.m. and 6:00 a.m.
Iron Stomach
Increased Damage and Energy Resistance based on END while not diseased.
Natural Resistance
Increased Elemental Resistances based on END while not diseased.
Rad Resistant
You now have +40 Radiation Resistance.
Aquaboy
You no longer take Rad damage from swimming and can breathe underwater.
Sun Kissed
Quickly regen radiation damage between the hours of 6:00 a.m. and 6:00 p.m.
Funky Duds
+200 Poison Damage Resist when wearing a matching set of armor.
Sizzling Style
+200 Fire Damage Resist when wearing a matching set of armor.
Refractor
You now gain +40 Energy Resistance.
Barbarian
Every point of Strength adds +4 Damage Resist (max 80). (No Power Armor)
Blocker
Take 45% less damage from your opponents' melee attacks.
What Rads?
+300 Rad Resist, restore 6 Rads per second.
Secret Agent
Stealth Boys last four times as long!
Field Surgeon
Stimpaks and RadAway will now work much more quickly.
Party Boy
The positive effects of pre-war alcohol are tripled.
Happy Camper
Hunger and thirst grow 80% slower when in camp or in a team workshop.
Philanthropist
Restore much more of your team's hunger and thirst when you eat or drink.
Team Medic
Your stimpaks now also heal nearby teammates for their full strength.
Chem Fiend
Any chems you take last 100% longer.
Lead Belly
You take no radiation from eating or drinking.
Slow Metabolizer
All food satisfies hunger by an additional 75%.
Dromedary
All drinks quench thirst by an additional 75%.
Hydro Fix
Chems no longer generate thirst.
Bloodsucker
Bloodpacks and Cannibal now satisfy thirst, no longer irradiate, and heal twice as much.
Munchy Resistance
Chems now never induce hunger.
Cola Nut
Nuka-Cola drinks are now three times as beneficial.
All Night Long
The positive effects of pre-war alcohol last twice as long.
Good Doggy
Eating dog food is now three times as beneficial.
Pharmacist
RadAway removes more radiation based on your INT.
First Aid
Stimpaks restore more HP based on your INT.
Curator
The benefits of bobbleheads and magazines last twice as long.
White Knight
Your armor breaks 60% slower and is cheaper to repair.
Makeshift Warrior
Melee weapons break 80% slower and you can craft Tier 5 melee weapons. (Plans required)
Licensed Plumber
Your pipe weapons break 60% slower and are cheaper to repair.
Power Patcher
Your Power Armor breaks 60% slower and is cheaper to repair.
Gunsmith
Guns break 50% slower and you can craft Tier 5 guns. (Plans required)
Stable Tools
Automatic melee weapons break 40% slower.
Luck of the Draw
Chance your weapon will greatly repair itself when hitting an enemy.
Lucky Break
Chance your equipped armor will greatly repair itself when struck.
Ammosmith
Produce 80% more rounds when crafting ammunition.
Ammo Factory
Produce 150% more rounds when crafting ammunition.
Armorer
Your crafted armor has improved durability.
Power Smith
Your crafted Power Armor now has improved durability.
Scrapper
Obtain more components when you scrap weapons and armor.
Chemist
You get double the quantity when you craft chems!
Weapon Artisan
You can repair any weapon to 200% of normal maximum condition.
Contractor
Crafting workshop items now costs 50% fewer materials.
Fix It Good
You can repair armor and Power Armor to 200% of normal maximum condition.
Legendary Agility
+5 AGI and +5 AGI Perk Points. Perk Points cap at 15.
Legendary Charisma
+5 CHR and +5 CHR Perk Points. Perk Points cap at 15.
Solar Powered
Gain +3 to STR and END between the hours of 6:00 a.m. and 6:00 p.m.
Radicool
The greater your Rads, the greater your Strength (max +5 STR)!
Legendary Endurance
+5 END and +5 END Perk Points. Perk Points cap at 15.
Legendary Intelligence
+5 INT and +5 INT Perk Points. Perk Points cap at 15.
Legendary Luck
+5 LCK and +5 LCK Perk Points. Perk Points cap at 15.
Night Person
Gain +3 INT and +3 PER between the hours of 6:00 p.m. and 6:00 a.m.
Legendary Perception
+5 PER and +5 PER Perk Points. Perk Points cap at 15.
Legendary Strength
+5 STR and +5 STR Perk Points. Perk Points cap at 15.
Hacker
Gain +1 hacking skill, and terminal lock-out time is reduced.
Master Hacker
Gain +1 hacking skill, and terminal lock-out time is reduced.
Expert Hacker
Gain +1 hacking skill, and terminal lock-out time is reduced.
Scrounger
80% chance to find extra ammo in ammo containers.
Cap Collector
You find more bottle caps based on your LCK.
WoodChucker
Collect twice as much when harvesting wood.
Picklock
Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.
Butcher's Bounty
80% chance to find extra meat from animal corpses.
Expert Picklock
Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.
Master Picklock
Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.
Green Thumb
Reap twice as much when harvesting flora.
Master Infiltrator
Auto-unlock skill 3 terminals and locks.+3 Lockpick and Hacking skills.