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 Attribute.
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 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 of 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, and attack bonuses on a couple of enemy types. The Perks also are used to specialize in both nonautomatic 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 feature bonuses in eating, drinking, or taking chems. Some perks enable limb regeneration and novel new ways you can reduce your thirst and hunger. Additional types of perks offer resistance, and 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-sacrifice that do no good to you but to the 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 diseases and Rads and give health to teammates. More perks augment the power of Stimpaks and alcohol. And finally, perks that give you a better way to barter, and reduce the costs of Fast traveling.
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 nonauto 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 of the game. This applies to finding extra resource items, ammo, food, etc. More Perks will fill up your Critical Meter, and the chance to instantly reload a weapon, ricochet damage on the 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! |
For additional Fallout 76 guides, make sure to check out our Antibiotics Guide, Deathclaw Eggs Farming Guide, Fact Finder .44 Pistol Guide, Wastelanders Romance Guide, Wastelanders Allies Location Guide, Wastelanders Hunter for Hire Guide, Wastelanders Strength in Numbers Quest Guide, Weapons Guide, Workshops Guide, Power Armor Guide, Camping Guide, Apparel Guide, Best Characters Build Guide, Aid Items Guide, Main Quests Guide Part 2, Main Quests Guide Part 1, Chemistry Guide, Cooking Guide, Crafting Guide, Event Quests Guide, Daily Drop and Repeatable Quests Guide, Nukes Guide, Diseases and Mutations Guide, Miscellaneous Quests Guide, Magazines Guide, BobbleHeads Guide, Power Armor Locations Guide, Combat Guide, Side Quests Guide, Beginner’s Guide, Aluminum Farming Guide, Final Word Weapon Guide, Weapons and Armor Mod Guides, and 8 Basic Steps After Setting Out the Vault in Fallout 76 Guide.
This concludes our Fallout 76 Perks and Special Attributes Guide. Feel free to comment below.