Fallout 76 Perks and Special Attributes Guide – All Perk Cards Detailed

Fallout 76 Perks and Special Attributes Guide

In this Fallout 76 Perks and Special Attributes Guide, we will go through all of the Perks and the S.P.E.C.I.A.L Attributes that are in the game. Your Special Attributes are your primary statistics, and are the bedrock from which you are chiseled. While Perks are upgrades that can be applied to each Special Attributes.

Special Attributes range from 1 which is described as “woefully inadequate” to 15 which is described as “godlike”. This guide will provide an overview of the special attributes, how they are affected, and what Perks upgrade will provide you.

Fallout 76 Perks and Special Attributes

Below we will list all of the Special Attributes in the game, as well as the Perks that can be used to give you bonus skills and advantages in the game. We will also follow up every attribute with the details of each Perk that can be applied to it.

Special Attributes Overview

Below is a general overview of all the Special Attributes in Fallout 76:

Strength: This attribute measures your raw physical power, while it also affects the weight of how much you can carry, and determines the damage of all your melee attacks.

Perception: This attribute is about your sense of awareness, and particularly the environmental awareness, as it affects your hit chances in V.A.T.S and the distance that hostiles will show up on your compass.

Endurance: This Attribute measures your overall physical fitness, it affects your Health, Action Point (AP) drain when sprinting, and chances of getting a disease.

Charisma: This Attribute is your ability to work with others, as it affects which perks you can share with your team, the rewards from completing group quests, and the prices you can get when buying from and selling to vendors.

Intelligence: This Attribute measures your overall mental acuity, as it affects the condition and durability of crafted items, the amount of material gained from scrapping, and the difficulty of hacking.

Agility: This Attribute measures your overall finesse and reflexes, as it determines your AP in V.A.T.S. and your ability to sneak.

Luck: This Attribute measures your general good fortune, as it affects the recharge rate of Critical Hits and the condition and durability of items you loot.

Leveling Up and Perks

You can increase your SPECIAL stats by leveling up. When you do level up, you can get a Perk Pack, which can give you a choice of a new perk, and will help you meet the level requirements for certain equipment.

Leveling up is increased when you complete quests, defeat enemies and explore the world which earns you Experience Points (XP).

As you keep playing and get better and better in leveling up, you will stop receiving SPECIAL increases once your level is higher than 50, but you will keep receiving new perks.

After selecting a SPECIAL stat to level up, you don’t have to choose a perk card related specifically to that attribute, but instead can be swapped to a different Attribute to choose your perk.

Detailed Special Attributes and Perks Upgrades

Now that we have a general idea what your Special Attributes are, let’s look at a detailed look at what these attributes offer, and what Perks Upgrade there are that can be applied to them. Once you gain enough XP, your level will increase.

As you keep playing and get better and better in leveling up, you will stop receiving SPECIAL increases once your level is higher than 50, but you will keep receiving new perks.

After selecting a SPECIAL stat to level up, you don’t have to choose a perk card related specifically to that attribute, but instead can be swapped to a different Attribute to choose your perk.

Strength

There are 30 Strength Perks in Fallout 76, and it has the most number of Weapon Specialization perks to consider. It is also dominated by perks that reduce your weight like food, chems, junk, ammo, weapons etc, and those upping the damage of melee weapons. Some Perks also help with your Power Armor to carry extra weight on it, or even a bonus un gun bashing. These are mostly, offensive, melee, heavy, shotgun or weight offsetting perks.

Let’s take a look at all the Strength Perks Below:

 Name

Level

Ranks

Perk Description

Iron Fist 2 1, 2, 3, 4, 5 Punching attacks do +20/40/60/80/100% damage with a 5/10/15/20/25% chance to stagger your opponent.
Traveling Pharmacy 3 1, 2, 3 Weights of all Chems (including Stimpaks) are reduced by 30/60/90%.
Bandolier 4 1, 2, 3 Ballistic weapon ammo weighs 30/60/90% less.
Gladiator 5 1, 2, 3 Your one-handed melee weapons now do +10/15/20% damage.
Pack Rat 6 1, 2, 3 The weight of all junk items is reduced by 25/50/75%.
Slugger 7 1, 2, 3 Your two-handed melee weapons now do +10/15/20% damage.
Shotgunner 10 1, 2, 3 Your shotguns now do +10/15/20% damage.
Basher 11 1, 2 Gun bashing does +25/50% damage with a 5/10% chance to cripple your opponent.
Sturdy Frame 13 1, 2 Armor weighs 25/50% less than normal.
Barbarian 14 1, 2, 3 Every point of Strength adds +2/3/4 Damage Resist (max 40/60/80). (No Power Armor).
Martial Artist 16 1, 2, 3 Your melee weapons weigh 20/40/60% less, and you can swing them 10/20/30% faster.
Scattershot 18 1, 2, 3, 4 Shotguns now weigh 20/40/60/80% less and you reload them 10/20/30/40% faster.
Gladiator (Expert) 20 1, 2, 3 Your one-handed melee weapons now do +10/15/20% damage.
Blocker 21 1, 2, 3 Take 15/30/45% less damage from your opponents’ melee attacks.
Shotgunner (Expert) 23 1, 2, 3 Your shotguns now do +10/15/20% damage.
Slugger (Expert) 24 1, 2, 3 Your two-handed melee weapons now do +10/15/20% damage.
Strong Back 26 1, 2, 3, 4 Gain +10/20/30/40 to carry weight.
Heavy Gunner 30 1, 2, 3 Your non-explosive heavy guns now do +10/15/20% damage.
Ordnance Express 31 1, 2, 3 Thrown explosives weigh 30/60/90% less.
Full Charge 33 1, 2 Sprinting in Power Armor consumes half as much/no extra Fusion Core energy.
Incisor 34 1, 2, 3 Your melee weapons ignore 25/50/75% of your target’s armor.
Bear Arms 35 1, 2, 3, 4 Heavy Guns weigh 20/40/60/80% less.
Lock and Load 37 1, 2, 3 Heavy guns reload 10/20/30% faster.
Bullet Shield 39 1, 2, 3, 4 Gain 10/20/30/40 Damage Resistance while firing a heavy gun.
Heavy Gunner (Expert) 40 1, 2, 3 Your non-explosive heavy guns now do +10/15/20% damage.
Pain Train 41 1, 2, 3 Damage/ Smash/ Devastate and stagger enemies by sprinting into them with Power Armor.
Gladiator (Master) 43 1, 2, 3 Your one-handed melee weapons now do +10/15/20% damage.
Shotgunner (Master) 45 1, 2, 3 Your shotguns now do +10/15/20% damage.
Slugger (Master) 48 1, 2, 3 Your two-handed melee weapons now do +10/15/20% damage.
Heavy Gunner (Master) 50 1, 2, 3 Your non-explosive heavy guns now do +10/15/20% damage.

Perception

There are 30 Perception Perks in Fallout 76. They are environmental in nature, giving you additional help with your bobby pin on locked safes, containers, and doors; granting additional foraging bonuses. There are a couple of nighttime perks, one offering energy resistance, a couple to improve your grenade throwing, attack bonuses on couple enemy types. The Perks also are used to specialize in both non automatic and auto rifles.

Let’s take a look at all the Perception Perks Below:

 Name

Level

Ranks

Perk Description

Concentrated Fire 2 1, 2, 3 V.A.T.S. now targets limbs. Focus fire to gain accuracy and damage/more accuracy and damage/high accuracy and damage per hit.
Butchers Bounty 3 1, 2, 3 40/60/80% chance to find extra meat when you search an animal corpse.
Green Thumb 4 1 Reap twice as much when harvesting flora.
Picklock 5 1 Gain a +1 Lockpicking skill; the Lockpicking “sweet spot” is 10% larger.
Crackshot 7 1, 2, 3, 4 All pistols have 5/10/15/20% more range and more/even more/much better/excellent accuracy when sighted.
Rifleman 8 1, 2, 3 Your non-automatic rifles now do +10/15/20% damage.
SkeetShooter 10 1, 2, 3, 4 Your shotguns have improved/even better/much better/excellent accuracy and spread.
Pannapictagraphist 12 1 You hear directional audio when in range of a Magazine.
Exterminator 14 1, 2, 3 Your attacks ignore 25/50/75% armor of any insect.
Commando 15 1, 2, 3 Basic combat training means automatic rifles do +10/15/20 damage.
PerceptiBobble 16 1 You hear directional audio when in range of a Bobblehead.
Ground Pounder 18 1, 2, 3, 4 Automatic rifles now reload 10/20/30/40% faster and have better/even better/much better/excellent hip fire accuracy.
Picklock (Expert) 19 1 Gain a +1 Lockpicking skill; the Lockpicking “sweet spot” is 10% larger.
Rifleman (Expert) 20 1, 2, 3 Your non-automatic rifles now do +10/15/20% damage.
Fortune Finder 22 1 You hear directional audio when in range of a Caps Stash.
Night Person 24 1, 2, 3 Gain +1/2/3 INT and +1/2/3 PER between the hours of 6:00 p.m. and 6:00 a.m.
Commando (Expert) 25 1, 2, 3 Rigorous combat training means automatic rifles do +10/15/20 damage.
Awareness 27 2 You can view a target’s specific damage resistances in V.A.T.S.
Sniper 28 1, 2, 3 Gain improved control and hold your breath 20/40/60% longer while aiming scopes.
Tank Killer 30 1, 2, 3, 4 Your rifles ignore 10/20/30/40% armor and have a 2/4/6/8% chance to stagger.
Refractor 32 1, 2, 3, 4 Gain +5/10/15/20 Energy Resistance.
Glow Sight 33 1, 2, 3 Deal +20/40/60% damage to Glowing Enemies.
Grenadier 35 1, 2 Your explosives detonate with a 50% larger radius/twice the radius.
Longshot 37 1, 2, 3, 4 Your rifles have 5/10/15/20% more range and more/even more/much better/excellent accuracy when sighted.
Fire in the Hole 38 1, 2, 3 See a throwing arc when tossing grenades, and grenades fly 15/30/50% farther.
Picklock (Master) 40 1 Gain a +1 Lockpicking skill; the Lockpicking “sweet spot” is 10% larger.
Rifleman (Master) 42 1, 2, 3 Your non-automatic rifles now do +10/15/20% damage.
Commando (Master) 45 1, 2, 3 Lifelong combat training means automatic rifles do +10/15/20 damage.
Night Eyes 47 2 Gain Night Vision while sneaking between 6:00 p.m. and 6:00 a.m.
Penetrator 50 1, 2, 3 V.A.T.S. can hit enemy body parts blocked by cover with reduced/improved/normal accuracy.

Endurance

There are 31 Endurance Perks in fallout 76, and they focus on your health and well being. The first 12 that are available in perks are featuring bonuses in eating, drinking, or taking chems. There  are also perks that enable limb regeneration and novel new ways you can reduce your thirst and hunger. Additional types of perks offer resistance, help with alcohol withdrawal, while the high end perks there are actual regeneration of health or radiation damage.

Let’s take a look at all the Endurance Perks Below:

 Name

Level

Ranks

Perk Description

Lead Belly 2 1, 2, 3 You take 30% less radiation /60% less radiation/no radiation from eating or drinking.
Dromedary 3 1, 2, 3 All drinks quench thirst by an additional 25/50/75%.
Iron Stomach 4 1, 2, 3 Your chance to catch a disease from food is reduced by 30/60/90%.
Slow Metabolizer 5 1, 2, 3 All food satisfies hunger by an additional 25/50/75%.
Thirst Quencher 6 1, 2, 3 Drinking any liquid has a 30/60/90% reduced chance to cause disease.
Good Doggy 8 1 Eating dog food is now three times as beneficial.
Natural Resistance 10 1, 2, 3 You are 30/60/90% less likely to catch a disease from the environment.
Hydro Fix 12 1, 3 Chems generate 50% less/no thirst.
Rejuvenated 12 1, 2 You gain increased/ much increased benefit from being Well Fed or Well Hydrated.
Cola Nut 14 1, 2 Nuka-Cola products are now twice/three times as beneficial.
Vaccinated 16 1, 2, 3 Chance of catching a disease from creatures is reduced by 30/60/90%.
Munchy Resistance 17 1, 3 Using chems induces 50% less/no hunger.
Homebody Card 19 1, 2 Gain gradual health regeneration/improved health and limb regeneration while in your camp or workshop.
Adamantium Skeleton 21 1, 2, 3, 4, 5 Your limb damage is now reduced by 20/40/60/80/100%.
Solar-Powered 22 1, 2, 3 Gain +1/2/3 to STR and END between the hours of 6:00 a.m. and 6:00 p.m..
Chem Fiend 23 1, 2, 3 Any chems you take last 30/60/100% longer.
Cannibal 25 1, 2, 3 Eating human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores some/more/even more Health and hunger.
Aqua Boy/Girl 26 1 You no longer take Rad damage from swimming and can breathe underwater.
Fireproof 27 1, 2, 3 Immediately gain +20/40/60 Fire Resistance.
Nocturnal Fortitude 29 1, 2 Gain +20/+40 to Max Health between the hours of 6:00 p.m. and 6:00 a.m.
Ironclad 30 1, 2, 3, 4, 5 You now gain 10/20/30/40/50 Damage and Energy Resistance while not wearing Power Armor.
Revenant 32 1, 2 Gain a +25/50% damage bonus for 2 minutes when a player revives you.
Rad Resistant 34 1, 2, 3, 4 Gain +10/20/30/40 Radiation Resistance.
Ghoulish 36 1, 2, 3 Radiation now regenerates some/even more/even more of your lost Health.
Radicool 38 1 The greater your Rads, the greater your Strength (max +5 STR)!
Professional Drinker 39 3 There’s no chance you’ll get addicted to alcohol.
All Night Long 41 1, 2, 3 You suffer 20/40/60% less from hunger and thirst.
Chem Resistant 43 1, 2 You’re half as likely to get addicted when consuming Chems/you gain complete immunity to chem addiction.
Sun-Kissed 45 1, 1 Slowly/quickly regen radiation damage between the hours of 6:00 a.m. and 6:00 p.m.
Photosynthetic 47 1, 2 Gain Health regeneration/improved Health regeneration between the hours of 6:00 a.m. and 6:00 p.m.
Lifegiver 50 2, 3, 4 Gain a total of +15/30/45 to your maximum Health.

Charisma

There are 28 Charisma Perks, and are related to team interaction and how you play with your team mates. There are perks that include Self Sacrificial that does no good to you but your members of your team. There are perks that offer you bonuses during the revival of your team mates, or some that grant you powers to diminish a diseases and Rads, and giving health to teammates. More perks augment the power of Stimpaks and alcohol. And finally, perks that give you a better way to barter, and reducing the costs of Fast travelling.

Let’s take a look at all the Charisma Perks Below:

 Name

Level

Ranks

Perk Description

Inspirational 2 1, 2, 3 When you are on a team, gain 5/10/15% more XP.
Happy Camper 3 1, 2 Hunger and thirst grow 40/80% more slowly when in camp or in a team workshop.
Lone Wanderer 4 2, 3, 4 When adventuring alone, take 10/15/20% less damage and gain 10/20/30% AP regen.
Bodyguards 5 1, 2, 3, 4 Gain 6/8/10/12 Damage & Energy Resist (max 18/24/30/36) for each teammate, excluding you.
Hard Bargain 7 1, 2, 3 Buying and selling prices at vendors are better/even better/much better.
EMT 9 1, 2, 3 Players you revive come back with Health regen for 15/30/60 seconds.
Bloodsucker 11 1, 2, 3 Bloodpacks now satisfy thirst, no longer irradiate, and heal 50/100/150% more.
Magnetic Personality 13 1, 2 Gain 1/2 Charisma for each teammate, excluding yourself.
Field Surgeon 15 2 Stimpaks and RadAway will now work much more quickly.
Happy-Go-Lucky 17 1, 2 Your Luck is increased by 2/3 while under the influence of alcohol.
Injector 19 1, 2, 3 Players you revive have +6/12/18 AP regen for 10 minutes.
Team Medic 20 1, 2, 4 Your Stimpaks now also heal nearby teammates for 50/75/100% the normal strength.
Quack Surgeon 22 1 Revive other players with liquor!
Party Boy/Girl 24 2, 3 The effects of alcohol are doubled/ tripled.
Travel Agent 26 1 You pay 30% fewer Caps when Fast Traveling.
Healing Hands 28 1 Players you revive are cured of all Rads.
Animal Friend 30 1, 2, 3 Aim your gun at any animal below your level for a 25/50/75% chance to pacify it.
Overly Generous 32 1, 2 Rads increase your chance to inflict 25/50 Rads with melee attacks!
Anti-Epidemic 34 1, 2 Your disease cures have a 50/100% chance to cure a disease on nearby teammates.
Spiritual Healer 36 1, 2, 3 You regenerate health for 5/7/10 seconds after reviving another player.
Squad Maneuvers 37 1, 2 Run 10/20% faster when part of a team.
Philanthropist 39 1, 2, 3 Restore some/more/much more of your team’s hunger and thirst when you eat or drink.
Suppressor 40 1, 2, 3 Reduce your target’s damage output by 10/20/30% for 2 seconds after you attack.
Strange in Numbers 42 1 Positive mutation effects are +25% stronger if teammates are mutated too.
Rad Sponge 44 1, 2, 3 When affected by Rads, you periodically heal 15/30/50 Rads on nearby teammates.
Tenderizer 46 1, 2, 3 Make your target receive 5/6/7% more damage for 5/7/10 seconds after you attack.
Friendly Fire 48 1, 2, 3 Teammates hit by your flame weapons regen health briefly/more health briefly/even more health (no Molotovs).
Wasteland Whisperer 50 1, 2, 3 Aim your gun at a creature below your level for a 25/50/75% chance to pacify it.

Intelligence

There are 31 Intelligence Perks in Fallout 76,  and they offer a mixture of features that are related to crafting, item improvements, and hacking; while those that increase the durability and lessen the repair costs of specific weapons. Weapons are harder to break and Simpaks and RadAway provide more boosts to you. In addition, there are also perks that yield more scrap items when taking apart a weapon or armor. The highest levels of perks allow Fusion Core improvements, and robots that can be pacified.

Let’s take a look at all the Intelligence Perks Below:

 Name

Level

Ranks

Perk Description

First Aid 2 1, 2, 3, 4 Stimpaks restore 10/20/30/40% more lost Health.
Makeshift Warrior 3 1, 2, 3 Your melee weapons break 30/60/90% more slowly and are cheaper to repair.
Hacker 4 1 Gain +1 hacking skill, and terminal lockout time is reduced.
Licensed Plumber 5 1, 2, 3 Your pipe weapons break 30/60/90% more slowly and are cheaper to repair.
Pharmacist 6 1, 2, 3 RadAway removes 30% more/60% more/twice as much radiation.
Exotic Weapons 8 1, 2 You can now craft crossbows, black powder guns, and more! (Plans required). // You can now craft Rank 1 exotic weapon mods (Plans required).
Demolition Expert 10 1, 2, 3, 4, 5 Your explosives do +20/40/60/80/100% damage.
Scrapper 13 1 Obtain more components when you scrap weapons and armor.
Armorer 15 1, 2, 3 You can now craft advanced armor mods (Plans required). / Crafting armor now costs fewer materials. / Your crafted armor has improved durability.
Exotic Weapons(Expert) 16 1, 2 You can craft Rank 2 exotic weapon mods (Plans required). / Crafting exotic weapons now costs fewer materials.
Contractor 18 1, 2 Crafting workshop items now cost 25/50% fewer materials.
Science 20 1, 2 You can now craft energy guns (Plans Required). / You can craft Rank 1 energy gun mods (Plans required).
Hacker (Expert) 22 1 Gain +1 Hacking skill, and terminal lockout time is reduced.
Gunsmith 23 1, 2, 3 Your guns break 25/50/75% more slowly and are cheaper to repair.
Exotic Weapons(Master) 25 1, 2 You can craft Rank 3 exotic weapon mods (Plans required). / Your crafted exotic weapons have improved durability.
Fix It Good 27 1, 2, 3 You can repair armor and Power Armor to 130/160/200% of normal maximum condition.
Batteries Included 28 1, 2, 3 Energy weapon ammo weighs 30/60/90% less.
Wrecking Ball 29 1, 2, 3 You deal +40/80/120% damage to workshop objects.
Science (Expert) 31 1, 2 You can now craft Rank 2 energy gun mods (Plans required). / Crafting energy guns now costs fewer materials.
Grease Monkey 33 1, 2 Workshop items are 30/60% cheaper to repair.
Chemist 34 1, 2 You get double/triple the quantity when you craft Chems!
Stabilized 36 1, 2, 3, 4 In Power Armor, heavy guns gain more/even more/much better/excellent accuracy and ignore 10/20/30/40% armor.
Hacker (Master) 38 1 Gain +1 Hacking skill, and terminal lockout time is reduced.
Weapon Artisan 40 1, 2, 3 You can repair any weapon to 130/160/200% of normal maximum condition.
Power Smith 41 1, 2, 3 You can now craft advanced Power Armor mods (Plans required). / Crafting Power Armor now costs fewer materials. / Your crafted Power Armor now has improved durability.
Science (Master) 43 1, 2 You can now craft Rank 3 energy gun mods (Plans required). / Crafted energy guns have improved durability.
Power Patcher 44 1, 2, 3 Your Power Armor breaks 20/40/60% more slowly and is cheaper to repair.
Nerd Rage 46 1, 2, 3 While below 20% Health, gain 20/30/40 Damage Resist, 10/15/20% damage and 15% AP regen.
Robotics Expert 48 1, 2, 3 Hack an enemy robot for a 25/50/75% chance to pacify it.
Portable Power 49 1, 2, 3 All Power Armor parts and chassis weights are reduced by 25/50/75%
Power User 50 1, 2, 3, 4, 5 Fusion Cores now last 20/40/60/80/200% longer.

Agility Perks

There are 31 Agility Perks in Fallout 76, where you get AP improvements, bonuses while sprinting stealth maneuvering, and reduced fall damage. There are more perks that special in improving both auto and non auto pistols, and add other augmentations too. Additionally, few unique perks like well fed and hydrated bones, shotgun improvements, disarming turrets and traps.

Let’s take a look at all the Agility Perks Below:

 Name

Level

Ranks

Perk Description

Action Boy/Girl 2 1, 2, 3 AP regenerates 15/30/45% faster.
Born Survivor 3 1, 2, 3 Falling below 20/30/40% health will automatically use a Stimpak.
Thru Hiker 3 1, 2, 3 Food and drink weights are reduced by 30/60/90%.
Gun Runner 4 1, 2 Your running speed is increased by 10/20% when you have a pistol equipped.
Moving Target 5 1, 2, 3 Gain +15/30/45 Damage and Energy Resistance while sprinting. (No Power Armor).
Gunslinger 6 1, 2, 3 Your non-automatic pistols now do +10/15/20% damage.
Dead Man Sprinting 8 1, 2 Sprint 10/20% faster at an increased AP cost when your health is below 40/50%.
Packin’ Light 9 1, 2, 3 Your pistols weigh 25/50/75% less.
Guerrilla 10 1, 2, 3 Your automatic pistols now do +10/15/20% damage.
Marathoner 13 1, 2, 3 Sprinting consumes 20/30/40% fewer AP.
Ninja 15 1, 2, 3 Sneak attacks with melee weapons do 2.3x/2.6x/3x normal damage.
Evasive 17 1, 2, 3 Each point of Agility adds +1/2/3 Damage and Energy Resist (max 15/30/45). (No Power Armor).
Modern Renegade 18 1, 2, 3, 4 Gain some/more/even more/excellent Pistol hip fire accuracy and a +1/2/3/4% chance to cripple a limb.
Sneak 20 1, 2, 3, 4, 5 You are 20/30/40/50/60% harder to detect while sneaking.
Home Defense 22 1, 2, 3 You can craft and disarm better/advanced/expert traps and craft better/advanced/expert turrets (Plans required).
Gunslinger (Expert) 24 1, 2, 3 Your non-automatic pistols now do +10/15/20% damage.
Guerrilla (Expert) 25 1, 2, 3 Your automatic pistols now do +10/15/20% damage.
Covert Operative 27 1, 2, 3 Your ranged sneak attacks deal 2.15x/2.3x/2.5x normal damage.
Light Footed 29 1 While sneaking, you never trigger mines or floor-based traps.
Enforcer Card 30 1, 2, 3, 4 Your shotguns gain a 5/10/15/20% stagger chance and a 3/6/9/12% chance to cripple a limb.
Goat Legs 32 1, 2 Take 40/80% less damage from falling.
Ammosmith 34 1, 2, 3 Produce 30/60/100% more rounds when crafting ammunition.
Escape Artist 35 1 Sneak to lose enemies, and running no longer affects stealth.
Mister Sandman 37 1, 2 At night your silenced weapons do additional 25/50% sneak attack damage.
White Knight 39 1, 2, 3 Your armor breaks 30/60/90% more slowly and is cheaper to repair.
Gunslinger (Master) 41 1, 2, 3 Your non-automatic pistols now do +10/15/20% damage.
Guerrilla (Master) 43 1, 2, 3 Your automatic pistols now do +10/15/20% damage.
Dodgy 45 1, 2, 3 Avoid 10/20/30% of incoming damage at the cost of 30 APs per hit.
Secret Agent 47 1, 2, 3 Stealth Boys last twice/three times/four times as long!
Adrenaline 49 1, 2, 3, 4, 5 Gain +6/7/8/9/10% (max 36/42/48/54/60%) damage for 30s per kill. Duration refreshes with kills.
Gun Fu 50 1, 2, 3 V.A.T.S. swaps targets on kill with +10% damage/10%, then 20% damage/10%, 20%, then 30% damage to your next target/two targets/three targets.

 

Luck Perks

There are 30 Luck Perks in Fallout 76,  as these perks focus on the Chance aspect in the game. This applies to finding extra resource items, ammo, and food etc. More Perks will fill up your Critical Meter, and the chance to instantly reload a weapon, ricochet damage on enemy, or drop live grenades as you die. There are also four major VATS improvements as well that reduce negative effects lie mutations, and a Mystery Savior that can come to revive you. Additionally, there are more perks to give you a better chance at survivability.

Let’s take a look at all the Luck Perks Below:

 Name

Level

Ranks

Perk Description

Pharma Farma 2 1, 2, 3 40/60/80% chance to find extra first aid Chems when you “Search” a chem container.
Scrounger 3 1, 2, 3 40/60/80% chance to find extra ammo when you “Search” an ammo container.
Serendipity 5 1, 2, 3 While below 30% Health, gain a 15/30/45% chance to avoid damage.
CanDo! 7 1, 2, 3 40/60/80% chance to find an extra canned food when you search a food container.
Good with Salt 9 1, 2, 3 Food in your inventory will spoil 30/60/90% more slowly.
Junk Shield 10 1, 2, 3 Carry junk to gain up to 10/20/30 Damage and Energy Resistance. (No Power Armor).
Mystery Meat 12 1, 2, 3 Stimpaks may generate/generate more/generate excessive edible meat tissue. Higher Rads improve the chance.
Luck of the Draw 14 1, 2, 3 Slight chance your weapon will repair/chance your weapon will repair/chance your weapon will greatly repair itself when hitting an enemy.
Cap Collector 15 1, 2, 3, 4 You have a chance/better chance/excellent chance/almost always to find more bottle caps when opening a Caps Stash.
Woodchucker 17 1 Collect twice as much when harvesting wood.
Curator 19 1 The benefits of bobbleheads and magazines last twice as long.
Psychopath 21 1, 2, 3 Any kill in V.A.T.S. has a 5/10/15% chance to refill your Critical Meter.
Dry Nurse 23 1 You have a 50% chance to keep your Stimpak when you revive another player.
Lucky Break 24 1, 2, 3 Slight chance your equipped armor will repair/chance your equipped armor will repair/chance your equipped armor will greatly repair itself when struck.
Mysterious Stranger 26 1, 2, 3 The Mysterious Stranger will appear occasionally/more often/so frequently he knows your name in V.A.T.S. to lend a hand.
Last Laugh 27 1 You drop a live grenade from your inventory when you die.
Four Leaf Clover 29 1, 2, 3, 4 Each hit in V.A.T.S. has a chance/better chance/good chance/excellent chance to fill your Critical meter.
Starched Genes 30 1, 2 Less/no chance for you to mutate from Rads or for RadAway to cure mutations.
One Gun Army 31 1, 2, 3, 4 Heavy guns gain a 2/4/6/8% stagger chance and a 2/4/6/8% chance to cripple a limb.
Grim Reaper’s Sprint 33 1, 2, 3 Any kill in V.A.T.S. has a 15/25/35% chance to restore all AP.
Storm Chaser 35 1, 2 Gain health regeneration/high health regeneration while outside during rain or Rad storms.
Tormentor 37 1, 2, 3, 4 Your rifle attacks have a 3/6/9/12% chance of crippling a limb.
Ricochet 38 1, 2, 3, 4 Gain a 5/10/15/20% chance to deflect back some of enemies’ ranged damage. (No PvP).
Quick Hands 40 1, 2, 3, 4, 5 Gain a 5/10/15/20/25% chance to instantly reload when your clip is empty.
Bloody Mess 42 1, 2, 3 5/10/15% bonus damage means enemies may explode into a gory red paste.
Critical Savvy 44 1, 2, 3 Critical Hits now only consume 85/70/55% of your critical meter.
Class Freak 46 1, 2, 3 The negative effects of your mutations are reduced by 25/50/75%.
Better Criticals 47 1, 2, 3 V.A.T.S. criticals now do +20/30/40% damage.
Mysterious Savior 49 1, 1, 1 A mysterious savior will occasionally/more frequently/regularly appear to revive you when downed.
Super Duper 50 1, 2, 3, 4 When you craft anything, there is a 10/20/30/40% chance you’ll get double results!

Read more Fallout 76 Guides:

Fallout 76 Beginner’s Guide
Fallout 76 Power Armor Locations Guide – All Locations to Get Power Armor
Fallout 76 Weapons and Armor Mods – All Types of Modifications
Fallout 76 Side Quests Guide – All Side Quests Completion
8 Basic Steps After You Step Outside the Vault in Fallout 76

This concludes our Fallout 76 Perks and Special Attributes Guide. Feel free to comment below.

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About the Author: Salik Shah

An ardent lover for first-person shooter games, Salik has been part of GamesHedge all through its journey. His love for competitive gaming started with Counter-Strike and Call of Duty, and now can be seen lurking in Valorant and Rainbow Six: Siege.

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