Fallout 76 perks

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Combining perk cards
Perk chart
An unwrapped card pack
This page lists all perks in Fallout 76.
  • The content is not described in full detail on this page. For details, please see the respective articles.
  • For perks in other Fallout games, please see "Perk".
  • For an overview of Fallout 76 content, please refer to "Fallout 76".
 
Gametitle-F76.png
Gametitle-F76.png

General information[edit | edit source]

  • In contrast to previous games, perks exist in the form of "perk cards" which can be traded, upgraded, and reallocated. Card packs are received every two levels until level ten (i.e. at level 2, 4, 6, 8, and 10), after which they are granted every five (15, 20, and so on and so forth). Packs contain cards and a consumable chewing gum. The wrapper of the gum also contains a random joke, written by Emil Pagliarulo. Spare cards of the same type can be combined to create one card of a higher rank.
  • The number of cards and total card strengths that can be equipped are dependent on the player's relevant SPECIAL stat: The sum total of perk levels cannot exceed the governing perk stat (eg. at Strength 8, the player can use two level 3 perks and one level 2 perk). SPECIAL stats cap out at 15, which means builds will have a 15 point limit per maxed stat. Perks can be swapped out on the go, allowing players to easily experiment with perks.
  • The Charisma stat governs perk sharing with other players, allowing higher rank perks to be shared.
Weapon perks
  • It's important to note that weapon perks are not mutually exclusive.
    • For example: Rifleman, Expert Rifleman, and Master Rifleman (for example) are not competing, but complementary: They can be used together to gain the maximum +60% damage bonus for rifles (20% from each perk card, if all three are at level 3 and they have enough SPECIAL to use them).

Perk list[edit | edit source]

Strength[edit | edit source]

Name Level requirement Rank Effect Rarity
Gladiator 2 1 Your one-handed melee weapons now do +10% damage. Rare
2 Your one-handed melee weapons now do +15% damage.
3 Your one-handed melee weapons now do +20% damage.
Traveling Pharmacy 3 1 Weights of all Chems (including Stimpaks) are reduced by 30%. Common
2 Weights of all Chems (including Stimpaks) are reduced by 60%.
3 Weights of all Chems (including Stimpaks) are reduced by 90%.
Iron Fist 5 1 Your punching attacks do +10% damage. Common
2 Your punching attacks do +15% damage.
3 Your punching attacks do +20% damage.
Slugger 6 1 Your two-handed melee weapons now do +10% damage. Rare
2 Your two-handed melee weapons now do +15% damage.
3 Your two-handed melee weapons now do +20% damage.
Pack Rat 7 1 The weight of all junk items is reduced by 25%. Common
2 The weight of all junk items is reduced by 50%.
3 The weight of all junk items is reduced by 75%.
Shotgunner 10 1 Your shotguns now do +10% damage. Rare
2 Your shotguns now do +15% damage.
3 Your shotguns now do +20% damage.
Basher 11 1 Gun bashing does +25% damage with a 5% chance to cripple your opponent. Rare
2 Gun bashing does +50% damage with a 10% chance to cripple your opponent.
Sturdy Frame 13 1 Armor weighs 25% less than normal. Uncommon
2 Armor weighs 50% less than normal.
Barbarian 14 1 Every point of Strength adds +2 Damage Resist (max 40). (No Power Armor) Rare
2 Every point of Strength adds +3 Damage Resist (max 60). (No Power Armor)
3 Every point of Strength adds +4 Damage Resist (max 80). (No Power Armor)
Martial Artist 16 1 Your melee weapons weigh 20% less, and you can swing them 10% faster. Rare
2 Your melee weapons weigh 40% less, and you can swing them 20% faster.
3 Your melee weapons weigh 60% less, and you can swing them 30% faster.
Scattershot 18 1 Shotguns now weigh 30% less and reload 10% faster. Uncommon
2 Shotguns now weigh 60% less and reload 20% faster.
3 Shotguns now weigh 90% less and reload 30% faster.
Expert Gladiator 20 1 Your one-handed melee weapons now do +10% damage. Rare
2 Your one-handed melee weapons now do +15% damage.
3 Your one-handed melee weapons now do +20% damage.
Blocker 21 1 Take 15% less damage from opponents' melee attacks. Rare
2 Take 30% less damage from opponents' melee attacks.
3 Take 45% less damage from opponents' melee attacks.
Bandolier 22 1 Ballistic weapon ammo weighs 45% less. Common
2 Ballistic weapon ammo weighs 90% less.
Expert Shotgunner 23 1 Your shotguns now do +10% damage. Rare
2 Your shotguns now do +15% damage.
3 Your shotguns now do +20% damage.
Expert Slugger 24 1 Your two-handed melee weapons now do +10% damage. Rare
2 Your two-handed melee weapons now do +15% damage.
3 Your two-handed melee weapons now do +20% damage.
Strong Back 26 1 Gain +10 to carry weight. Uncommon
2 Gain +20 to carry weight.
3 Gain +30 to carry weight.
4 Gain +40 to carry weight.
Heavy Gunner 30 1 Your non-explosive heavy guns now do +10% damage. Rare
2 Your non-explosive heavy guns now do +15% damage.
3 Your non-explosive heavy guns now do +20% damage.
Ordnance Express 31 1 Explosives weigh 30% less. Uncommon
2 Explosives weigh 60% less.
3 Explosives weigh 90% less.
Full Charge 33 1 Sprinting in Power Armor consumes half as much Fusion Core energy. Common
2 Sprinting in Power Armor consumes no extra Fusion Core energy.
Incisor 34 1 Your melee weapons ignore 25% of your target's armor. Rare
2 Your melee weapons ignore 50% of your target's armor.
3 Your melee weapons ignore 75% of your target's armor.
Bear Arms 35 1 Heavy Guns weigh 30% less. Uncommon
2 Heavy Guns weigh 60% less.
3 Heavy Guns weigh 90% less.
Lock and Load 37 1 Heavy guns reload 10% faster. Uncommon
2 Heavy guns reload 20% faster.
3 Heavy guns reload 30% faster.
Bullet Shield 39 1 Gain 20 Damage Resistance while firing a heavy gun. Rare
2 Gain 40 Damage Resistance while firing a heavy gun.
3 Gain 60 Damage Resistance while firing a heavy gun.
Expert Heavy Gunner 40 1 Your non-explosive heavy guns now do +10% damage. Rare
2 Your non-explosive heavy guns now do +15% damage.
3 Your non-explosive heavy guns now do +20% damage.
Pain Train 41 1 Damage and stagger enemies by sprinting into them with Power Armor. Uncommon
2 Smash and stagger enemies by sprinting into them with Power Armor.
3 Devastate and stagger enemies by sprinting into them with Power Armor.
Master Gladiator 43 1 Your one-handed melee weapons now do +10% damage. Rare
2 Your one-handed melee weapons now do +15% damage.
3 Your one-handed melee weapons now do +20% damage.
Master Shotgunner 45 1 Your shotguns now do +10% damage. Rare
2 Your shotguns now do +15% damage.
3 Your shotguns now do +20% damage.
Master Slugger 48 1 Your two-handed melee weapons now do +10% damage. Rare
2 Your two-handed melee weapons now do +15% damage.
3 Your two-handed melee weapons now do +20% damage.
Master Heavy Gunner 50 1 Your non-explosive heavy guns now do +10% damage. Rare
2 Your non-explosive heavy guns now do +15% damage.
3 Your non-explosive heavy guns now do +20% damage.


Perception[edit | edit source]

Name Level requirement Rank Effect Rarity
Concentrated Fire 2 1 V.A.T.S. now targets limbs. Focus fire to gain accuracy and damage per shot. Rare
2 V.A.T.S. targets limbs. Focus fire to gain more accuracy and damage per shot.
3 V.A.T.S. targets limbs. Focus fire to gain high accuracy and damage per shot.
Butcher's Bounty 3 1 40% chance to find extra meat when you "Search" an animal corpse. Common
2 60% chance to find extra meat when you "Search" an animal corpse.
3 80% chance to find extra meat when you "Search" an animal corpse.
Green Thumb 4 1 Reap twice as much when harvesting flora. Rare
Picklock 5 1 Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger. Rare
Crack Shot 7 1 All pistols now have 10% more range and more accuracy when sighted. Rare
2 All pistols now have 20% more range and even more accuracy when sighted.
3 All pistols now have 30% more range and much better accuracy when sighted.
Rifleman 8 1 Your non-automatic rifles now do +10% damage. Common
2 Your non-automatic rifles now do +15% damage.
3 Your non-automatic rifles now do +20% damage.
Skeet Shooter 10 1 Your shotguns have improved accuracy and spread. Rare
2 Your shotguns have even better accuracy and spread.
3 Your shotguns have excellent accuracy and spread.
Pannapictagraphist 12 1 You hear directional audio when in range of a Magazine. Common
Exterminator 14 1 Your attacks ignore 25% armor of any insect. Rare
2 Your attacks ignore 50% armor of any insect.
3 Your attacks ignore 75% armor of any insect.
Commando 15 1 Basic combat training means automatic rifles do +10% damage. Common
2 Basic combat training means automatic rifles do +15% damage.
3 Basic combat training means automatic rifles do +20% damage.
Percepti-Bobble 16 1 You hear directional audio when in range of a Bobblehead. Uncommon
Ground Pounder 18 1 Automatic rifles now reload 10% faster and have better hip fire accuracy. Common
2 Automatic rifles reload 20% faster and have even better hip fire accuracy.
3 Automatic rifles reload 30% faster and have excellent hip fire accuracy.
Expert Lockpick 19 1 Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger. Rare
Expert Rifleman 20 1 Your non-automatic rifles now do +10% damage. Rare
2 Your non-automatic rifles now do +15% damage.
3 Your non-automatic rifles now do +20% damage.
Fortune Finder 22 1 You hear directional audio when in range of a Caps Stash. Rare
Night Person 24 1 Gain +1 INT and +1 PER between the hours of 6:00 p.m. and 6:00 a.m. Rare
2 Gain +2 INT and +2 PER between the hours of 6:00 p.m. and 6:00 a.m.
3 Gain +3 INT and +3 PER between the hours of 6:00 p.m. and 6:00 a.m.
Expert Commando 25 1 Rigorous combat training means automatic rifles do +10% damage. Uncommon
2 Rigorous combat training means automatic rifles do +15% damage.
3 Rigorous combat training means automatic rifles do +20% damage.
Awareness 27 1 You can view a target's specific damage resistances in V.A.T.S. Rare
Sniper 28 1 Gain improved control and hold your breath 25% longer while aiming scopes. Common
2 Gain improved control and hold your breath 50% longer while aiming scopes.
3 Gain improved control and hold your breath 75% longer while aiming scopes.
Tank Killer 30 1 Your rifles ignore 12% armor and have a 3% chance to stagger.
2 Your rifles ignore 24% armor and have a 6% chance to stagger.
3 Your rifles ignore 36% armor and have a 9% chance to stagger.
Refractor 32 1 Gain +10 Energy Resistance.
2 You now gain +20 Energy Resistance.
3 You now gain +30 Energy Resistance.
4 You now gain +40 Energy Resistance.
Glow Sight 33 1 Deal +20% damage to Glowing Enemies.
2 Deal +40% damage to Glowing Enemies.
3 Deal +60% damage to Glowing Enemies.
Grenadier 35 1 Your explosives detonate with a 50% larger radius.
2 Your explosives detonate with twice the radius.
Long Shot 37 1 Your rifles have 10% more range and more accuracy when sighted.
2 Your rifles have 20% more range and even more accuracy when sighted.
3 Your rifles have 30% more range and excellent accuracy when sighted.
Fire in the Hole 38 1 See a throwing arc when tossing thrown weapons, and they fly 15% further.
2 See a throwing arc when tossing thrown weapons, and they fly 30% further.
3 See a throwing arc when tossing thrown weapons, and they fly 50% further.
Master Picklock 40 1 Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.
Master Rifleman 42 1 Your non-automatic rifles now do +10% damage.
2 Your non-automatic rifles now do +15% damage.
3 Your non-automatic rifles now do +20% damage.
Master Commando 45 1 Lifelong combat training means automatic rifles do +10% damage.
2 Lifelong combat training means automatic rifles do +15% damage.
3 Lifelong combat training means automatic rifles do +20% damage.
Night Eyes 50 1 Gain Night Vision while sneaking between 6:00 p.m. and 6:00 a.m.
Penetrator 50 1 No V.A.T.S. accuracy penalty vs. enemy body parts blocked by cover.

Endurance[edit | edit source]

Name Level requirement Rank Effect Rarity
Lead Belly 2 1 You take 30% less radiation from eating or drinking. Common
2 You take 60% less radiation from eating or drinking.
3 You take no radiation from eating or drinking.
Dromedary 3 1 All drinks quench thirst by an additional 25%. Common
2 All drinks quench thirst by an additional 50%.
3 All drinks quench thirst by an additional 75%.
Iron Stomach 4 1 Your chance to catch a disease from food is reduced by 30%. Uncommon
2 Your chance to catch a disease from food is reduced by 60%.
3 Your chance to catch a disease from food is reduced by 90%.
Slow Metabolizer 5 1 All food satisfies hunger by an additional 25%. Common
2 All food satisfies hunger by an additional 50%.
3 All food satisfies hunger by an additional 75%.
Thirst Quencher 6 1 Drinking any liquid has a 30% reduced chance to cause Disease. Uncommon
2 Drinking any liquid has a 60% reduced chance to cause Disease.
3 Drinking any liquid has a 90% reduced chance to cause Disease.
Good Doggy 8 1 Eating dog food is now three times as beneficial. Common
Natural Resistance 10 1 You are 30% less likely to catch a disease from the environment. Uncommon
2 You are 60% less likely to catch a disease from the environment.
3 You are 90% less likely to catch a disease from the environment.
Hydro Fix 11 1 Chems generate 50% less thirst. Common
2 Chems no longer generate thirst.
Rejuvenated 12 1 You gain increased benefit from being Well Fed or Well Hydrated. Common
2 You gain much increased benefit from being Well Fed or Well Hydrated.
Cola Nut 14 1 Nuka-Cola products are now twice as beneficial. Uncommon
2 Nuka-Cola products are now three times as beneficial.
Cannibal 15 1 Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores Health and hunger. Uncommon
2 Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores more Health and hunger.
3 Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores even more Health and hunger.
Vaccinated 16 1 Chance of catching a disease from creatures is reduced by 30%. Uncommon
2 Chance of catching a disease from creatures is reduced by 60%.
3 Chance of catching a disease from creatures is reduced by 90%.
Munchy Resistance 17 1 Using chems induces 50% less hunger. Uncommon
2 Chems now never induce hunger.
Homebody 19 1 Gain gradual health regeneration while in your camp or workshop. Common
2 Gain improved health and limb regeneration while in your camp or workshop.
Adamantium Skeleton 21 1 Your limb damage is now reduced by 30%. Rare
2 Your limb damage is now reduced by 60%.
3 Your limb damage is completely eliminated.
Solar Powered 22 1 Gain +1 to STR and END between the hours of 6:00 a.m. and 6:00 p.m. Uncommon
2 Gain +2 to STR and END between the hours of 6:00 a.m. and 6:00 p.m.
3 Gain +3 to STR and END between the hours of 6:00 a.m. and 6:00 p.m.
Chem Fiend 23 1 Any chems you take last 30% longer. Uncommon
2 Any chems you take last 60% longer.
3 Any chems you take last 100% longer.
Aquaboy/Aquagirl 26 1 You no longer take Rad damage from swimming and can breathe underwater. Common
Fireproof 27 1 Immediately gain +20 Fire Resistance. Uncommon
2 Immediately gain +40 Fire Resistance.
3 Immediately gain +60 Fire Resistance.
Nocturnal Fortitude 29 1 Gain +20 to Max Health between the hours of 6:00 p.m. and 6:00 a.m. Rare
2 Gain +40 to Max Health between the hours of 6:00 p.m. and 6:00 a.m.
Ironclad 30 1 Gain 10 Damage and Energy Resistance while not wearing Power Armor. Rare
2 Gain 20 Damage and Energy Resistance while not wearing Power Armor.
3 Gain 30 Damage and Energy Resistance while not wearing Power Armor.
4 Gain 40 Damage and Energy Resistance while not wearing Power Armor.
5 Gain 50 Damage and Energy Resistance while not wearing Power Armor.
Revenant 32 1 Gain a +25% damage bonus for 2 minutes when a player revives you. Uncommon
2 Gain a +50% damage bonus for 2 minutes when a player revives you.
Rad Resistant 34 1 Gain +10 Radiation Resistance. Common
2 You now have +20 Radiation Resistance.
3 You now have +30 Radiation Resistance.
4 You now have +40 Radiation Resistance.
Ghoulish 36 1 Radiation now regenerates your lost Health. Common
2 Radiation now regenerates more of your lost Health.
3 Radiation now regenerates even more of your lost Health!
Radicool 38 1 The greater your Rads, the greater your Strength (max +5 STR)! Rare
Professional Drinker 39 1 There's no chance you'll get addicted to alcohol. Common
All Night Long 41 1 You suffer 20% less from hunger and thirst. Common
2 You suffer 40% less from hunger and thirst.
3 You suffer 60% less from hunger and thirst.
Chem Resistant 43 1 You're half as likely to get addicted when consuming Chems. Common
2 You gain complete immunity to chem addiction.
Sun Kissed 45 1 Slowly regen radiation damage between the hours of 6:00 a.m. and 6:00 p.m. Common
2 Quickly regen radiation damage between the hours of 6:00 a.m. and 6:00 p.m.
Photosynthetic 47 1 Gain Health regen between the hours of 6:00 a.m. and 6:00 p.m. Rare
2 Gain improved Health regen between the hours of 6:00 a.m. and 6:00 p.m.
Lifegiver 50 1 Gain a total of +15 to your maximum Health.
2 Gain a total of +30 to your maximum Health.
3 Gain a total of +45 to your maximum Health.

Charisma[edit | edit source]

Name Level requirement Rank Effect Rarity
Inspirational 2 1 When you are on a team, gain 5% more XP. Uncommon
2 When you are on a team, gain 10% more XP.
3 When you are on a team, gain 15% more XP.
Happy Camper 3 1 Hunger and thirst grow 40% more slowly when in camp or in a team workshop. Common
2 Hunger and thirst grow 80% more slowly when in camp or in a team workshop.
Lone Wanderer 4 1 When adventuring alone, take 10% less damage and gain 10% AP regen. Rare
2 When adventuring alone, take 15% less damage and gain 20% AP regen.
3 When adventuring alone, take 20% less damage and gain 30% AP regen.
Bodyguards 5 1 Gain 6 Damage & Energy Resist (max 18) for each teammate, excluding you. Uncommon
2 Gain 8 Damage & Energy Resist (max 24) for each teammate, excluding you.
3 Gain 10 Damage & Energy Resist (max 30) for each teammate, excluding you.
4 Gain 12 Damage & Energy Resist (max 36) for each teammate, excluding you.
Hard Bargain 7 1 Improves buying and selling prices Common
2
3
E.M.T. 9 1 Players you revive come back with health regen for 15 seconds. Common
2 Players you revive come back with improved health regen for 30 seconds.
3 Players you revive come back with high health regen for 60 seconds.
Bloodsucker 11 1 Bloodpacks now satisfy thirst, no longer irradiate, and heal 50% more. Uncommon
2 Bloodpacks satisfy more thirst, no longer irradiate, and heal 100% more.
3 Bloodpacks greatly satisfy thirst, no longer irradiate, and heal 150% more.
Magnetic Personality 13 1 Gain 1 Charisma for each teammate, excluding yourself. Common
2 Gain 2 Charisma for each teammate, excluding yourself.
Field Surgeon 15 1 Stimpaks and RadAway will now work much more quickly. Rare
Happy-go-Lucky 17 1 Your Luck is increased by 2 while under the influence of alcohol. Common
2 Your Luck is increased by 3 while under the influence of alcohol.
Injector 19 1 Players you revive have +6 Action Point regen for 10 minutes. Common
2 Players you revive have +12 Action Point regen for 10 minutes.
3 Players you revive have +18 Action Point regen for 10 minutes.
Team Medic 20 1 Your stimpaks now also heal nearby teammates for half the normal strength. Uncommon
2 Your stimpaks now also heal nearby teammates for 75% of normal strength.
3 Your stimpaks now also heal nearby teammates for their full strength.
Quack Surgeon 22 1 Revive other players with liquor! Uncommon
Party Boy 24 1 The effects of alcohol are doubled. Common
2 The effects of alcohol are tripled.
Travel Agent 26 1 You pay 30% fewer Caps when Fast Traveling. Common
Healing Hands 28 Players you revive are cured of all Rads. Common
Animal Friend 30 1 Aim your gun at any Animal below your level for a 25% chance to pacify it. Uncommon
2 Aim your gun at any Animal below your level for a 50% chance to pacify it.
3 Aim your gun at any Animal below your level for a 75% chance to pacify it.
Overly Generous 32 1 Rads increase your chance to inflict 25 Rads with melee attacks! Rare
2 Rads increase your chance to inflict 50 Rads with melee attacks!
Outlaw 32 1 Your maximum Bounty timer is reduced by 20%. Rare
2 Your maximum Bounty timer is reduced by 40%.
3 Your maximum Bounty timer is reduced by 60%.
Anti-Epidemic 34 1 Your disease cures have a 50% chance to cure a disease on nearby teammates. Uncommon
2 Your disease cures always cure a disease from nearby teammates too.
1 You can now craft advanced armor mods. (Plans required)
Spiritual Healer 36 1 You regenerate health for 5 seconds after reviving another player. Uncommon
2 You regenerate more health for 7 seconds after reviving another player.
3 You regenerate even more health for 10 seconds after reviving another player.
Squad Maneuvers 37 1 Run 10% faster when part of a team. Uncommon
2 Run 20% faster when part of a team.
Philanthropist 39 1 Restore some of your team's hunger and thirst when you eat or drink. Uncommon
2 Restore more of your team's hunger and thirst when you eat or drink.
3 Restore much more of your team's hunger and thirst when you eat or drink.
Suppressor 40 1 Reduce your target's damage output by 10% for 2 seconds after you attack. Uncommon
2 Reduce your target's damage output by 20% for 2 seconds after you attack.
3 Reduce your target's damage output by 30% for 2 seconds after you attack.
Strange In Numbers 42 1 Positive mutation effects are +25% stronger if teammates are mutated too. Uncommon
Rad Sponge 44 1 When affected by rads, you periodically heal 80 rads on nearby teammates. Uncommon
2 When affected by rads, you periodically heal 140 rads on nearby teammates.
3 When affected by rads, you periodically heal 200 rads on nearby teammates.
Tenderizer 46 1 Make your target receive 5% more damage for 5 seconds after you attack. Uncommon
2 Make your target receive 6% more damage for 7 seconds after you attack.
3 Make your target receive 7% more damage for 10 seconds after you attack.
Friendly Fire 48 1 Teammates hit by your flame weapons regen health briefly (no Molotov). Uncommon
2 Teammates hit by your flame weapons regen more health briefly (no Molotov).
3 Teammates hit by your flame weapons regen even more health (no Molotov).
Wasteland Whisperer 50 1 Aim your gun at a creature below your level for a 25% chance to pacify it. Uncommon
2 Aim your gun at a creature below your level for a 50% chance to pacify it.
3 Aim your gun at a creature below your level for a 75% chance to pacify it.

Intelligence[edit | edit source]

Name Level requirement Rank Effect Rarity
First Aid 2 1 Stimpaks restore 15% more lost Health. Common
2 Stimpaks restore 30% more lost Health.
3 Stimpaks restore 45% more lost Health.
Hacker 4 1 Gain +1 hacking skill, and terminal lock-out time is reduced. Common
Licensed Plumber 5 1 Your pipe weapons break 30% more slowly and are cheaper to repair. Common
2 Your pipe weapons break 60% more slowly and are cheaper to repair.
3 Your pipe weapons break 90% more slowly and are cheaper to repair.
Pharmacist 6 1 RadAway removes 30% more radiation. Uncommon
2 RadAway removes 60% more radiation.
3 RadAway removes twice as much radiation.
Makeshift Warrior 9 1 Melee weapons break 10% slower and you can craft Tier 1 melee weapons. (Plans required) Uncommon
2 Melee weapons break 20% slower and you can craft Tier 2 melee weapons. (Plans required)
3 Melee weapons break 30% slower and you can craft Tier 3 melee weapons. (Plans required)
4 Melee weapons break 40% slower and you can craft Tier 4 melee weapons. (Plans required)
5 Melee weapons break 50% slower and you can craft Tier 5 melee weapons. (Plans required)
Demolition Expert 10 1 Your explosives do +20% damage. Rare
2 Your explosives do +40% damage.
3 Your explosives do +60% damage.
4 Your explosives do +80% damage.
5 Your explosives do +100% damage.
Gunsmith 11 1 Guns break 10% slower and you can craft Tier 1 guns. (Plans required) Uncommon
2 Guns break 20% slower and you can craft Tier 2 guns. (Plans required)
3 Guns break 30% slower and you can craft Tier 3 guns. (Plans required)
4 Guns break 40% slower and you can craft Tier 4 guns. (Plans required)
5 Guns break 50% slower and you can craft Tier 5 guns. (Plans required)
Scrapper 13 1 Obtain more components when you scrap weapons and armor. Uncommon
Armorer 15 1 You can now craft advanced armor mods. (Plans required) Common
2 Crafting armor now costs fewer materials.
3 Your crafted armor has improved durability.
Contractor 18 1 Crafting workshop items now costs 25% fewer materials. Common
2 Crafting workshop items now costs 50% fewer materials.
Science 20 1 You can now craft energy guns. (Plans required) Common
2 You can craft Rank 1 energy gun mods. (Plans required)
Expert Hacker 22 1 Gain +1 hacking skill, and terminal lock-out time is reduced. Common
Fix It Good 27 1 Repair armor and Power Armor to 130% of normal maximum condition. Common
2 Repair armor and Power Armor to 160% of normal maximum condition.
3 Repair armor and Power Armor to 200% of normal maximum condition.
Batteries Included 28 1 Energy weapon ammo weighs 30% less. Common
2 Energy weapon ammo weighs 60% less.
3 Energy weapon ammo weighs 90% less.
Wrecking Ball 29 1 Deal +40% damage to workshop objects. Common
2 Deal +80% damage to workshop objects.
3 Deal +120% damage to workshop objects.
Science Expert 31 1 You can craft Rank 2 energy gun mods. (Plans required) Common
2 Crafting energy guns now costs fewer materials.
Grease Monkey 33 1 Workshop items are 50% cheaper to repair. Common
Chemist 34 1 Double the quantity when crafting chems! Common
Stabilized 36 1 In Power Armor, heavy guns gain more accuracy and ignore 15% armor. Rare
2 In Power Armor, heavy guns gain even more accuracy and ignore 30% armor.
3 In Power Armor, heavy guns gain excellent accuracy and ignore 45% armor.
Master Hacker 38 You're a ghost in the system. HackerMaster01 Common
Weapon Artisan 40 Weapon repair is an art. WeaponArtisan01 Common
Power Smith 41 1 You can now craft advanced Power Armor mods. (Plans required) Common
2 Crafting Power Armor now costs fewer materials.
3 Your crafted Power Armor now has improved durability.
Science Master 43 1 Craft Rank 3 energy gun mods. (Plans required) Common
2 Crafted energy guns have improved durability.
Power Patcher 44 1 Power Armor breaks 20% more slowly and is cheaper to repair. Uncommon
2 Power Armor breaks 40% more slowly and is cheaper to repair.
3 Power Armor breaks 60% more slowly and is cheaper to repair.
Nerd Rage! 46 1 While below 20% Health, gain 20 Damage Resist, 10% damage and 15% AP regen. Rare
2 While below 20% Health, gain 30 Damage Resist, 15% damage and 15% AP regen.
3 While below 20% Health, gain 40 Damage Resist, 20% damage and 15% AP regen.
Robotics Expert 48 1 Hack an enemy robot for a 25% chance to pacify it. Uncommon
2 Hack an enemy robot for a 50% chance to pacify it.
3 Hack an enemy robot for a 75% chance to pacify it.
Portable Power 49 1 All Power Armor parts and chassis weights are reduced by 25%. Common
2 All Power Armor parts and chassis weights are reduced by 50%.
3 All Power Armor parts and chassis weights are reduced by 75%.
Power User 50 1 Fusion Cores now last 30% longer. Uncommon
2 Fusion Cores now last 60% longer.
3 Fusion Core duration is now doubled.

Agility[edit | edit source]

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

Luck[edit | edit source]

Name Level requirement Rank Effect Rarity
Pharma Farma 2 1 40% chance to find extra first aid Chems when you "Search" a chem container. Uncommon
2 60% chance to find extra first aid Chems when you "Search" a chem container.
3 80% chance to find extra first aid Chems when you "Search" a chem container.
Scrounger 3 1 40% chance to find extra ammo when searching an ammo container. Uncommon
2 60% chance to find extra ammo when searching an ammo container.
3 80% chance to find extra ammo when searching an ammo container.
Serendipity 5 1 While below 30% health, gain a 15% chance to avoid damage. Uncommon
2 While below 30% health, gain a 30% chance to avoid damage.
3 While below 30% health, gain a 45% chance to avoid damage.
Can Do! 7 1 40% chance to find an extra canned good when searching a food container. Common
2 60% chance to find an extra canned good when searching a food container.
3 80% chance to find an extra canned good when searching a food container.
Good with Salt 9 1 Food in inventory will spoil 30% more slowly. Uncommon
2 Food in inventory will spoil 60% more slowly.
3 Food in inventory will spoil 90% more slowly.
Junk Shield 10 1 Carry junk to gain up to 10 Damage and Energy Resistance. (No Power Armor) Rare
2 Carry junk to gain up to 20 Damage and Energy Resistance. (No Power Armor)
3 Carry junk to gain up to 30 Damage and Energy Resistance. (No Power Armor)
Mystery Meat 12 1 Stimpaks may generate edible meat tissue. Higher Rads improve the chance. Uncommon
2 Stimpaks generate more edible meat tissue. Higher Rads improve the chance.
3 Stimpaks generate excessive, edible meat. Higher Rads improve the chance.
Luck of the Draw 14 1 Slight chance your weapon will repair itself when hitting an enemy. Uncommon
2 Chance your weapon will repair itself even more when hitting an enemy.
3 Chance your weapon will greatly repair itself when hitting an enemy.
Cap Collector 16 1 A chance to find more bottle caps when opening a caps stash. Rare
2 An increased chance to find more bottle caps when opening a caps stash.
3 Always find more bottle caps when opening a caps stash.
Woodchucker 17 1 Collect twice as much when harvesting wood. Common
Curator 19 1 The benefits of bobbleheads and magazines last twice as long. Common
Psychopath 21 1 Any kill in V.A.T.S. has a 5% chance to refill your Critical Meter. Uncommon
2 Any kill in V.A.T.S. has a 10% chance to refill your Critical Meter.
3 Any kill in V.A.T.S. has a 15% chance to refill your Critical Meter.
Dry Nurse 23 You've mastered the placebo effect! You have a 50% chance to keep your Stimpak when you revive another player. Common
Lucky Break 24 1 Slight chance your equipped armor will repair itself when struck. Uncommon
2 Chance your equipped armor will repair itself even more when struck.
3 Chance your equipped armor will greatly repair itself when struck.
Mysterious Stranger 26 1 The Mysterious Stranger will appear occasionally in V.A.T.S. to lend a hand. Rare
2 Increased appearance chance.
3 Increased appearance chance.
Last Laugh 27 1 You drop a live grenade from your inventory when you die. Uncommon
Four Leaf Clover 29 1 Each hit in V.A.T.S. has a chance to fill your Critical meter. Uncommon
2 Each hit in V.A.T.S. has a better chance to fill your Critical meter.
3 Each hit in V.A.T.S. has an excellent chance to fill your Critical meter.
Starched Genes 30 1 Less chance for you to mutate from rads or for Radaway to cure mutations. Common
2 You will never mutate from rads and Radaway will never cure mutations.
One Gun Army 31 1 Heavy guns gain a 4% stagger chance and a 4% chance to cripple a limb. Rare
2 Heavy guns gain a 8% stagger chance and a 8% chance to cripple a limb.
3 Heavy guns gain a 12% stagger chance and a 12% chance to cripple a limb.
Grim Reaper's Sprint 33 1 Any kill in V.A.T.S. has a 15% chance to restore all Action Points. Uncommon
2 Any kill in V.A.T.S. has a 25% chance to restore all Action Points.
3 Any kill in V.A.T.S. has a 35% chance to restore all Action Points.
Storm Chaser 35 1 Gain health regeneration while outside during rain or Rad Storms. Common
2 Gain high health regeneration while outside during rain or Rad Storms.
Tormentor 37 1 Rifle attacks have a 5% chance of crippling a limb. Rare
2 Rifle attacks have a 10% chance of crippling a limb.
3 Rifle attacks have a 15% chance of crippling a limb.
Ricochet 38 1 Gain a 6% chance to deflect back some of enemies' ranged damage. (No PvP) Rare
2 Gain a 12% chance to deflect back some of enemies' ranged damage. (No PvP)
3 Gain a 18% chance to deflect back some of enemies' ranged damage. (No PvP)
Quick Hands 40 1 Gain a 6% chance to instantly reload when clip is empty. Uncommon
2 Gain a 12% chance to instantly reload when clip is empty.
3 Gain a 18% chance to instantly reload when clip is empty.
Bloody Mess 42 1 5% bonus damage means enemies may explode into a gory red paste.
2 10% bonus damage means enemies may explode into a gory red paste.
3 15% bonus damage means enemies may explode into a gory red paste.
Critical Savvy 44 1 Critical Hits now only consume 85% of your critical meter. Uncommon
2 Critical Hits now only consume 70% of your critical meter.
3 Critical Hits now only consume 55% of your critical meter.
Class Freak 46 1 The negative effects of mutations are reduced by 25%. Common
2 The negative effects of mutations are reduced by 50%.
3 The negative effects of mutations are reduced by 75%.
Better Criticals 47 1 V.A.T.S. criticals now do +20% damage. Uncommon
2 V.A.T.S. criticals now do +30% damage.
3 V.A.T.S. criticals now do +40% damage.
Mysterious Savior 49 1 A Mysterious Savior will occasionally appear to revive when downed. Uncommon
2 Increased chance to spawn.
3 Highest chance to spawn.
Super Duper 50 1 When you craft anything, there is a 10% chance for double results! Uncommon
2 When you craft anything, there is a 20% chance for double results!
3 When you craft anything, there is a 30% chance for double results!