Fallout 76perks
Fallout 76
perks
Scales with Special (29)
i.
Pharmacist
RadAway removes more radiation based on your INT.
s.
Strong Back
Gain more carry weight based on your STR.
i.
First Aid
Stimpaks restore more HP based on your INT.
e.
LifeGiver
Gain more max HP per point in END.
c.
Inspirational
Gain more XP while on a team based on your CHA.
c.
Lone Wanderer
Gain Resistances and AP Regen based on your CHA while not on a team.
e.
Lead Belly
You take less radiation from eating or drinking based on your END.
s.
Barbarian
Gain Damage Resistance based on your STR. Doubled when not wearing armor.
e.
Iron Stomach
Increased Damage and Energy Resistance based on END while not diseased.
e.
Natural Resistance
Increased Elemental Resistances based on END while not diseased.
e.
Thirst Quencher
Increased Max AP based on END while not diseased.
l.
Scrounger
Find more non-explosive ammo based on your LCK.
c.
Bodyguards
Gain Damage & Energy Resistance based on your CHA and number of teammates.
a.
Evasive
Chance to Evade attacks based on AGI. (No Power Armor)
e.
Vaccinated
Increased Disease Resistance based on END.
l.
Serendipity
While below 30% health, gain a chance to Evade based on LCK. (No Power Armor)
l.
Ricochet
Gain a chance to Deflect ranged attacks based on LCK.
i.
Science!
Increase energy damage based on your INT.
i.
Pyro-Technician
Increase fire damage based on your INT.
i.
Cryologist
Increase cryo damage based on your INT.
l.
Cap Collector
You find more bottle caps based on your LCK.
l.
Can Do!
Find more canned goods based on your LCK.
l.
Pharma Farma
Find more first aid Chems based on your LCK.
e.
Adamantium Skeleton
Gain Limb Damage Reduction based on your END.
e.
Rad Resistant
Gain Radiation Resistance based on your END.
p.
Refractor
Gain Energy Resistance based on your PER.
l.
Four Leaf Clover
Misses in V.A.T.S. now contribute to the Critical Meter based on your LCK.
p.
Awareness
Gain more VATS accuracy based on your PER.
c.
Spiritual Healer
Regenerate HP while on a team based on your CHA.
Any weapon (24)
l.
Better Criticals
V.A.T.S. criticals now do +100% damage.
i.
Nerd Rage!
While your Health is low, gain increased damage and AP regen.
s.
Wrecking Ball
You deal +100% damage to objects and now damage your own objects.
s.
Bullet Storm
Gain 9% damage per 30 ammo spent. 10 max stacks.
p.
Exterminator
Your attacks ignore 75% armor of any insect.
p.
Awareness
Gain more VATS accuracy based on your PER.
s.
Pain Train
Devastate and stagger enemies by sprinting into them with Power Armor.
p.
Grenadier
Your explosives detonate with twice the radius.
p.
Glow Sight
Deal +60% damage to Glowing Enemies.
a.
Adrenaline
Gain +10% damage per kill while on a Kill Streak (Max 10).
l.
Critical Savvy
Critical Hits now only consume 55% of your critical meter.
c.
Tenderizer
Each attack makes your target take increased damage.
c.
Suppressor
Reduce your target's damage output by 30% for 2 seconds after you attack.
l.
Quick Hands
Gain a 18% chance to instantly reload when your clip is empty.
c.
Friendly Fire
Teammates hit by your flame weapons regen even more health (no grenades).
Detonation Contagion
Enemies killed with a thrown explosive have a 50% chance to explode.
i.
Mad Scientist
Energy Weapons expend a small amount of Glow per attack for +20% Damage.
p.
Eye of the Hunter
Your vision grants you +30% accuracy in V.A.T.S. from a very long distance.
c.
Feral Presence
While Feral, Reduce your target's damage output by 30% after you attack for 5 seconds.
l.
Glowing Criticals
When your Glow is high, Gain 50% bonus Critical damage in V.A.T.S.
e.
Radiation Power
Expend a small amount of Glow per hit to deal 20% bonus damage to targets.
l.
Wild West Hands
36% chance to instantly reload your entire magazine when empty.
Action Diet
On kills, heal 8 HP and reduce how feral you are by 5%.
i.
Bomb Scientist
Expending Glow makes your thrown grenades deal +50% damage.
Ranged Weapons (34)
a.
Modern Renegade
Small guns gain +30% hip fire accuracy and +75% limb damage.
p.
Ground Pounder
Your small guns reload 30% faster and have 30% more hip fire accuracy.
a.
Ninja
Bows, throwing, and melee weapons do +100% sneak attack damage.
a.
Gun Runner
Your running speed is increased by 20% when you have a ranged weapon equipped.
p.
Scoped-up
Your scoped weapons have 50% more range when aiming.
s.
Basher
Gun bashing does +50% damage and +75% limb damage.
p.
Center Masochist
+75% ranged damage when attacking the torso.
a.
Gunslinger
Your ranged weapons do +12% weak spot damage.
a.
Guerrilla
You do +20% ranged damage to close enemies.
s.
Tightly Wound
Weapons spin up 60% faster.
s.
Shotgun Champ
+10% damage to crippled targets per projectile your weapon fires.
s.
Easy Target
+75% ranged damage to crippled targets.
s.
Love the Spread
Weapons that fire 3 or more projectiles gain 30% range.
p.
Tank Killer
Your ranged weapons ignore 40% armor.
p.
Crack Shot
Small guns have 30% more range and 30% more accuracy when aiming down sights.
p.
Long Shot
Your scoped weapons have 30% more range and accuracy when aiming.
l.
One Gun Army
Heavy guns gain a 12% stagger chance and +75% limb damage.
e.
Bullet Shield
Gain 20% Deflect chance for 6 sec when firing a heavy gun.
i.
Stabilized
Big guns gain 30% accuracy. Double in Power Armor.
p.
Skeet Shooter
Your small guns have 45% better accuracy and spread.
a.
Enforcer
Your small guns gain a 15% stagger chance and +75% limb damage.
i.
Gunsmith
Guns break 50% slower.
p.
Hat Trick
Arrows and throwing weapons bounce towards three additional targets dealing 70% damage.
p.
Bow Before Me
Your bows and crossbows ignore 40% armor and have a 10% chance to stagger.
p.
Master Archer
Arrows and thrown melee weapons pierce targets.
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.
a.
Gunslinger Master
Gain Onslaught stacks over time and spend them on attacks, +10 max stacks.
a.
Gunslinger Expert
+1% ranged weak spot damage per Onslaught stack, +3 max stacks.
a.
Guerrilla Expert
+1% reload speed per Onslaught stack, +3 max stacks.
a.
Guerrilla Master
+5% ranged damage to close enemies per Onslaught stack, +5 max stacks.
s.
Radioactive Strength
Expend a Moderate amount of Glow to deal 150% more damage with Power Attacks & Bashing.
s.
Arms of Steel
Your sturdy arms allow you to handle ranged weapons better, increasing accuracy by 30%
a.
Gun Tricks
Your enhanced reflexes allow you to reload weapons 30% faster.
Melee Weapons (15)
s.
Slugger
Your melee weapons do +30% damage to crippled targets.
a.
Ninja
Bows, throwing, and melee weapons do +100% sneak attack damage.
i.
Makeshift Warrior
Melee weapons break 80% slower.
s.
Iron Fist
Your Fists deal more damage based on your DR.
s.
Blocker
Take 45% less damage from your opponents' melee attacks.
s.
Incisor
Your Melee and Fists weapons ignore 75% of your target's armor.
s.
Martial Artist
Your melee weapons weigh 60% less, and you can swing them 30% faster.
s.
Natural Stance
While equipping a melee weapon, reduce Incoming Stagger by 25%.
s.
Knee-Capper
Melee weapons deal +50% limb damage. (No Power Tools)
s.
Heavy Hitter
Melee weapons deal <+GLOBAL=0x00835A6B>% power attack damage. (No Power Tools)
Exploding Palm
20% chance for Fists Weapons to trigger an explosion on attack hits.
Collateral Damage
Enemies killed with a melee weapon have a 20% chance to explode.
s.
Radioactive Strength
Expend a Moderate amount of Glow to deal 150% more damage with Power Attacks & Bashing.
s.
Bone shatterer
Your melee weapon attacks have +75% limb damage.
p.
Rad-Reaver
Dealing Melee damage provides a small amount of Glow. (No Power Tools)
S.P.E.C.I.A.L. (14)
c.
Happy-Go-Lucky
Your Luck is increased by 3 while under the influence of alcohol.
e.
Solar Powered
Gain +3 to STR and END between the hours of 6:00 a.m. and 6:00 p.m.
p.
Night Person
Gain +3 INT and +3 PER between the hours of 6:00 p.m. and 6:00 a.m.
c.
Magnetic Personality
Gain 2 Charisma for each teammate, excluding yourself.
e.
Radicool
The greater your Rads, the greater your Strength (max +5 STR)!
c.
Hard Bargain
Gain 7 CHA when bartering at non-player vendors.
Legendary Strength
+5 STR and +5 STR Perk Points. Perk Points cap at 15.
Legendary Perception
+5 PER and +5 PER Perk Points. Perk Points cap at 15.
Legendary Endurance
+5 END and +5 END Perk Points. Perk Points cap at 15.
Legendary Charisma
+5 CHR and +5 CHR Perk Points. Perk Points cap at 15.
Legendary Intelligence
+5 INT and +5 INT Perk Points. Perk Points cap at 15.
Legendary Agility
+5 AGI and +5 AGI Perk Points. Perk Points cap at 15.
Legendary Luck
+5 LCK and +5 LCK Perk Points. Perk Points cap at 15.
c.
United Ordeal
While in a team with another ghoul, you gain +3 to all S.P.E.C.I.A.L. stats.
Weight (11)
s.
Strong Back
Gain more carry weight based on your STR.
e.
Thru-hiker
Food and drink weights are reduced by 90%.
s.
Sturdy Frame
Armor weighs 50% less than normal.
s.
Traveling Pharmacy
Weights of all Chems (including Stimpaks) are reduced by 90%.
s.
Portable Power
All Power Armor parts and chassis weights are reduced by 75%.
i.
Batteries Included
Energy weapon ammo weighs 90% less.
s.
Bandolier
Ballistic weapon ammo weighs 90% less.
s.
Pack Rat
The weight of all junk items is reduced by 75%.
s.
Ordnance Express
Explosives weigh 90% less.
s.
Martial Artist
Your melee weapons weigh 60% less, and you can swing them 30% faster.
s.
Arms Keeper
Your weapons weigh 75% less.
V.A.T.S. (12)
l.
Better Criticals
V.A.T.S. criticals now do +100% damage.
l.
Grim Reaper's Sprint
Any kill in V.A.T.S. restores Action Points, based on your LCK.
l.
Psychopath
Hits outside V.A.T.S. refill your Critical Meter at 10% contribution.
l.
Mysterious Stranger
The Mysterious Stranger appears so much in V.A.T.S., he knows you by name.
p.
Concentrated Fire
Focus fire to gain +3% accuracy and damage per shot.
a.
Gun Fu
V.A.T.S. swaps targets on kill with +90% damage up to 3 targets.
l.
Four Leaf Clover
Misses in V.A.T.S. now contribute to the Critical Meter based on your LCK.
p.
Awareness
Gain more VATS accuracy based on your PER.
l.
Critical Savvy
Critical Hits now only consume 55% of your critical meter.
Blood Sacrifice!
Using AP in VATS now consumes HP instead at 50% more cost.
p.
Eye of the Hunter
Your vision grants you +30% accuracy in V.A.T.S. from a very long distance.
l.
Glowing Criticals
When your Glow is high, Gain 50% bonus Critical damage in V.A.T.S.
Consumables (28)
i.
Field Surgeon
Stimpaks and RadAway heal 60% faster.
i.
Pharmacist
RadAway removes more radiation based on your INT.
e.
Professional Drinker
There's no chance you'll get addicted to alcohol.
e.
Ironclad
Armor provides 25% more protection. Double if wearing a matching set.
c.
Party Boy
The positive effects of pre-war alcohol are tripled.
i.
First Aid
Stimpaks restore more HP based on your INT.
e.
Chem Fiend
Any chems you take last 100% longer.
e.
Lead Belly
You take less radiation from eating or drinking based on your END.
s.
Barbarian
Gain Damage Resistance based on your STR. Doubled when not wearing armor.
e.
Slow Metabolizer
All food satisfies hunger by an additional 100%.
e.
Dromedary
All drinks quench thirst by an additional 100%.
e.
Hydro Fix
Chems restore twice as much thirst.
c.
Bodyguards
Gain Damage & Energy Resistance based on your CHA and number of teammates.
l.
Mystery Meat
Stimpaks generate excessive, edible meat. Higher Rads improve the chance.
e.
Chem Resistant
You gain complete immunity to chem addiction.
c.
Happy Camper
Hunger and thirst grow 80% slower when in camp or in a team workshop.
e.
Bloodsucker
Bloodpacks and Cannibal now satisfy thirst, no longer irradiate, and heal twice as much.
a.
Secret Agent
Stealth Boys last four times as long!
i.
Curator
The benefits of bobbleheads and magazines last twice as long.
e.
Munchy Resistance
Chems restore twice as much hunger.
e.
Cola Nut
Nuka-Cola drinks are now three times as beneficial.
e.
All Night Long
The positive effects of pre-war alcohol last twice as long.
e.
Good Doggy
Eating dog food is now three times as beneficial.
l.
Junk Shield
Gain Resistances based on your LCK and amount of junk held.
s.
Blood Luster
Your bleed effects have 35% more damage and 25% less duration.
i.
Rad Specialist
Increase Environment Glow intake by 15% on Armors, Double if wearing a matching set.
e.
Glowing Gut
Irradiated food and drink grant 300% more rads.
e.
Chem Diet
Chems are 75% more effective at reducing how feral you are.
Resistances (30)
e.
LifeGiver
Gain more max HP per point in END.
c.
Lone Wanderer
Gain Resistances and AP Regen based on your CHA while not on a team.
e.
Ghoulish
Radiation now regenerates even more of your lost Health!
e.
Nocturnal Fortitude
Gain +40 to Max Health between the hours of 6:00 p.m. and 6:00 a.m.
e.
Photosynthetic
Gain improved Health regen between the hours of 6:00 a.m. and 6:00 p.m.
s.
Barbarian
Gain Damage Resistance based on your STR. Doubled when not wearing armor.
e.
Iron Stomach
Increased Damage and Energy Resistance based on END while not diseased.
e.
Natural Resistance
Increased Elemental Resistances based on END while not diseased.
c.
Bodyguards
Gain Damage & Energy Resistance based on your CHA and number of teammates.
a.
Evasive
Chance to Evade attacks based on AGI. (No Power Armor)
e.
Vaccinated
Increased Disease Resistance based on END.
l.
Serendipity
While below 30% health, gain a chance to Evade based on LCK. (No Power Armor)
e.
Rad Resistant
Gain Radiation Resistance based on your END.
e.
Aquaboy
You no longer take Rad damage from swimming and can breathe underwater.
p.
Refractor
Gain Energy Resistance based on your PER.
l.
Storm Chaser
Gain high health regeneration while outside during rain or Rad Storms.
e.
Homebody
While in a C.A.M.P. or Workshop, gain HP & Limb regen. Improve benefits of being well rested
e.
Fireproof
Take 45% less damage from explosions and flame attacks.
s.
Blocker
Take 45% less damage from your opponents' melee attacks.
a.
Dodgy
+5% chance to Evade. Evade no longer has a cooldown. Instead it costs AP.
a.
Goat Legs
Take no damage from falling.
l.
Junk Shield
Gain Resistances based on your LCK and amount of junk held.
s.
Natural Stance
While equipping a melee weapon, reduce Incoming Stagger by 25%.
What Rads?
+300 Rad Resist, restore 6 Rads per second.
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.
e.
Thick Skin
You take 10% less damage from Ballistic attacks. (No Power Armor)
p.
Breathe It In
Rad Resistance is reduced by 150. (Up to 0)
s.
Brick Wall
When your Glow is high, makes you immune to staggering attacks.
a.
Hyper Reflexes
When your Glow is high, gain a 20% evasion chance. (No Power Armor)
Action Points (9)
a.
Action Boy
Action Points regenerate 45% faster.
c.
Lone Wanderer
Gain Resistances and AP Regen based on your CHA while not on a team.
a.
Marathoner
Sprinting consumes 40% fewer Action Points. (No Power Armor)
i.
Nerd Rage!
While your Health is low, gain increased damage and AP regen.
e.
Thirst Quencher
Increased Max AP based on END while not diseased.
a.
Packin' Light
Your Action Points regenerate faster when not over encumbered.
a.
Dead Man Sprinting
Sprint 20% faster at increased AP cost when your health is below 50%.
Power Sprinter
While in Power Armor, Sprinting consumes 50% fewer Action Points
a.
Action Ghoul
The power of Glow makes your AP regenerate 45% faster.
Stacks (9)
s.
Bringing the Big Guns
Your Bullet Storm stack limit is doubled.
s.
Bear Arms
Each stack of Bullet Storm increases your bash damage by 5%.
s.
Bullet Storm
Gain 9% damage per 30 ammo spent. 10 max stacks.
s.
Lock and Load
You keep half of your Bullet Storm stacks when you reload. +1% reload speed per stack.
a.
Adrenaline
Gain +10% damage per kill while on a Kill Streak (Max 10).
a.
Gunslinger Master
Gain Onslaught stacks over time and spend them on attacks, +10 max stacks.
a.
Gunslinger Expert
+1% ranged weak spot damage per Onslaught stack, +3 max stacks.
a.
Guerrilla Expert
+1% reload speed per Onslaught stack, +3 max stacks.
a.
Guerrilla Master
+5% ranged damage to close enemies per Onslaught stack, +5 max stacks.
Craft and Repair (18)
i.
Makeshift Warrior
Melee weapons break 80% slower.
i.
Licensed Plumber
Your pipe weapons break 60% slower and are cheaper to repair.
i.
Armorer
Your crafted armor has improved durability and costs fewer materials.
i.
Power Smith
Your crafted Power Armor now has improved durability and costs fewer materials.
l.
Luck of the Draw
Chance your weapon will greatly repair itself when hitting an enemy.
l.
Lucky Break
Chance your equipped armor will greatly repair itself when struck.
i.
White Knight
Your armor breaks 60% slower and is cheaper to repair.
i.
Power Patcher
Your Power Armor breaks 60% slower and is cheaper to repair.
i.
Scrapper
Obtain more components when you scrap weapons and armor.
i.
Gunsmith
Guns break 50% slower.
a.
Ammosmith
Produce 80% more rounds when crafting ammunition.
l.
Super Duper
When you craft anything, there is a 30% chance you'll get double results!
i.
Chemist
You get double the quantity when you craft chems!
i.
Weapon Artisan
You can repair any weapon to 200% of normal maximum condition.
i.
Contractor
Crafting workshop items now costs 50% fewer materials.
i.
Fix It Good
You can repair armor and Power Armor to 200% of normal maximum condition.
Ammo Factory
Produce 150% more rounds when crafting ammunition.
i.
Stable Tools
Power Tools break 40% slower.
Loot (17)
p.
Picklock
Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.
i.
Hacker
Gain +1 hacking skill, and terminal lock-out time is reduced.
p.
Butcher's Bounty
80% chance to find extra meat from animal corpses.
l.
Scrounger
Find more non-explosive ammo based on your LCK.
p.
Picklock Expert
Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.
p.
Picklock Master
Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.
l.
Cap Collector
You find more bottle caps based on your LCK.
l.
Can Do!
Find more canned goods based on your LCK.
l.
Pharma Farma
Find more first aid Chems based on your LCK.
p.
Green Thumb
Reap twice as much when harvesting flora.
i.
Hacker Master
Gain +1 hacking skill, and terminal lock-out time is reduced.
i.
Hacker Expert
Gain +1 hacking skill, and terminal lock-out time is reduced.
p.
Percepti-Bobble
You hear directional audio when in range of a Bobblehead.
p.
Pannapictagraphist
You hear directional audio when in range of a Magazine.
p.
Fortune Finder
You hear directional audio when in range of a Caps Stash.
l.
WoodChucker
Collect twice as much when harvesting wood.
Master Infiltrator
Auto-unlock skill 3 terminals and locks.+3 Lockpick and Hacking skills.
Scopes (4)
Stealth (7)
a.
Ninja
Bows, throwing, and melee weapons do +100% sneak attack damage.
p.
Night Eyes
Gain Night Vision while sneaking.
a.
Covert Operative
Your ranged attacks do an additional 50% sneak attack damage.
a.
Mister Sandman
Your silenced weapons do an additional 100% sneak attack damage.
a.
Sneak
You are 75% harder to detect while sneaking.
a.
Escape Artist
Sneak to lose enemies, and running no longer affects stealth.
a.
Light Footed
While sneaking, you never trigger mines or floor-based traps.
Misc (55)
p.
Tormentor
You deal 20% more damage per crippled limb your target has.
p.
Down Ranger
You do +20% ranged damage to far enemies.
l.
Bloody Mess
Bleeding enemies you kill have a chance to explode based on your LCK.
p.
Number Cruncher
Your weapons have 2% increased damage per AP cost.
i.
Power User
Fusion Core duration is now doubled.
c.
Quack Surgeon
Revive other players with liquor!
c.
Overly Generous
Rads increase your chance to inflict 50 Rads with melee attacks!
c.
E.M.T.
Automatically revive downed teammates once every 3 minutes and grant them increased healing for 1 minute.
p.
Fast Fighter
Gain 50% of your bonus movement speed as reload speed.
s.
Scattershot
20% of the damage dealt to a limb is applied to all limbs on your target.
a.
Moving Target
Gain +15% chance to Evade while sprinting. (No Power Armor)
a.
Born Survivor
Falling below 40% health will automatically use a Stimpak, once every 20s.
s.
Wound Salter
+30% damage against bleeding targets.
i.
Demolition Expert
Your explosives do +60% damage.
e.
Cannibal
Eating human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores Health and hunger.
s.
Strong Arm
50% increased throwing range.
e.
Rad Sponge
Absorb 20% of RADs taken and restore Hunger and Thirst.
c.
Philanthropist
Restore much more of your team's hunger and thirst when you eat or drink.
c.
Strange In Numbers
Positive mutation effects are +25% stronger if teammates are mutated too.
c.
Team Medic
Your stimpaks now also heal nearby teammates for their full strength.
a.
Home Defense
Workshop turrets do +100% damage and you can disarm expert traps.
c.
Squad Maneuvers
Run 20% faster when part of a team.
c.
Healing Hands
Players you revive are fully healed.
c.
Injector
Players you revive have +18 Action Point regen for 1 minute.
l.
Class Freak
The negative effects of your mutations are reduced by 75%.
e.
Sun Kissed
Quickly regen radiation damage between the hours of 6:00 a.m. and 6:00 p.m.
e.
Starched Genes
You will never mutate from rads and RadAway will never cure mutations.
c.
Revenant
Players you revive have +25% damage for 2 min.
l.
Mysterious Savior
The Mysterious Savior will regularly appear to revive you when downed.
c.
Wasteland Whisperer
Aim your gun at some creatures for a 75% chance to pacify it.
c.
Animal Friend
Aim your gun at an Animal for a 75% chance to pacify it.
l.
Dry Nurse
You have a 50% chance to keep your Stimpak when you revive another player.
s.
Full Charge
Sprinting in Power Armor consumes no extra Fusion Core energy.
c.
Travel Agent
You can Fast Travel while over encumbered at an increased cost.
e.
Rejuvenated
Benefits of being Well Fed or Hydrated are further increased when you have less than 10% RADS.
i.
Robotics Expert
Hack an enemy robot for a 75% chance to pacify it.
c.
Anti-Epidemic
Your disease cures always cure a disease from nearby teammates too.
l.
Last Laugh
You drop a live grenade from your inventory when you die.
i.
Good With Salt
Food in your inventory will spoil 90% slower.
p.
Deal Sealer
Deal +10% damage for each impairment your target has.
Taking One For The Team
Enemies take 40% more damage when they attack you, if you're on a team.
Brawling Chemist
Generate 2 combat enhancing chems every 40 minutes.�Up to a max of 5.
Electric Absorption
20% chance energy damage will recharge your power armor's fusion core and restore health.
Power Armor Reboot
Automatically revive using a Stimpak if you're downed in Power Armor once every 2 minutes.
Retribution
Blocking a melee attack restores 4 HP and 4 AP for 15 seconds.
Survival Shortcut
Generate 2 survival aiding chem every 20 minutes. Up to a max of 10.
Hack and Slash
Melee attacks deal 60% of their damage in a large area. (No Power Tools)
l.
Battle-Genes
Gain 4 HP per second while in combat.
l.
Faulty Spots
Weak point damage is increased by 15%.
a.
Jaguar Speed
You now sprint 20% faster when your Glow is high.
i.
Science Monster
While you have Glow, gain 15% bonus damage for 10 seconds upon getting hit.
c.
Moral Support
When on a team, you become feral 50% slower.
Feral Rage
When feral, all Glow perk abilities cost 50% less Glow.
c.
Glowing One
Holding Large amounts of Glow provides greater Glow to nearby ghouls on your team.
p.
Glowing Hunter
Traces of glowing blood now have a 50% chance to appear on animal corpses.