All Fallout 76 Perks, Listed

When creating a character in Fallout 76, they can come with variety of unique perks that set them apart from others you encounter in the game. These perks are critical to creating a powerful character set to survive the horrendous wasteland awaiting them, purely driven by survival.

These perks are broken up into unique categories determined by SPECIAL, the many attributes you can acquire in Fallout 76, featured in other Fallout games. In this guide, we’re going to cover every perk you can get in Fallout 76 and how they work in the game.

Every Perk in Fallout 76 & How They Work

Screenshot by Gamepur

There are seven attribute categories in Fallout 76: Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. There are unique perks for each category, and you can mix and match these combinations based on your character’s attribute score.

There are over 200 perks you can unlock in Fallout 76. How you equip them to your character comes down to the value of the Perk card and the level of a character’s attribute. For example, if my character has a level 20 Strength value, the ‘S’ in SPECIAL, then I can equip the first level of the Barbarian Perk, a level 14 perk, and Traveling Pharmacy, which is a level 3 perk.

My character cannot exceed grabbing perks beyond level 20, but if my attribute score goes up, I can add more Perk cards and make more powerful combinations. This all comes down to leveling up those attributes and playing Fallout 76 more. Unfortunately, a limited number of perk points are available, forcing everyone to choose wisely for any character.

Cards with similar stats stack. For example, Gladiator increases your character’s one-handed attacks by 10%, as does Expert Gladiator. Having the base versions of these cards on your character increases their one-handed attacks by 20%.

All SPECIAL Perks in Fallout 76

Every Strength Perk in Fallout 76

These are all of the Strength perks you can pick from in Fallout 76.

Strength Perk Perk Level Perk Ranks Perk Description
Bandolier 22 1 to 2 Ballistic weapon ammo weight decreases by 45%, and then 90%
Barbarian 13 1 to 3 Every point of Strength adds 2 (3, 4) damage resistance, but not when wearing Power Armor.
Basher 11 1 to 2 Gun bashing does +25% (50%) damage with a 5% (10%) chance to cripple the opponent.
Bear Arms 35 1 to 3 Heavy guns weigh 30% (60%, 90%) less
Blocker 21 1 to 3 Take 15% (30%, 45%) less damage from your opponents’ melee attacks
Bullet Shield 29 1 to 3 Gain 20 (40, 60) Damage Resistance whenever firing a Heavy Gun
Expert Gladiator 20 1 to 3 All one-handed melee weapons now do 10% (15%, 20%) more damage
Expert Heavy Gunner 40 1 to 3 Your non-explosive heavy guns do 10% (15%, 20%) more damage
Expert Shotgunner 23 1 to 3 All shotguns now do 10% (15%, 20%) more damage
Expert Slugger 24 1 to 3 All two-handed melee weapons now do 10% (15%, 20%) more damage
Full Charge 33 1 to 2 Sprinting in Power Armor now only consumes half (or zero) extra Fusion Core energy while wearing a Power Suit
Gladiator 2 1 to 3 Your one-handed melee weapons now do 10% (15%, 20%) more damage.
Heavy Gunner 30 1 to 3 Your non-explosive heavy guns now do 10% (15%, 20%) more damage
Incisor 34 1 to 3 Your melee attacks now ignore 25% (50%, 75%) of an opponent’s armor during battle
Iron Fist 5 1 to 3 All punching attacks now do 10% (15%, 20%) damage against enemies
Lock and Load 37 1 to 3 Heavy guns now reload 10% (20%, 30%) faster
Martial Artist 16 1 to 3 Your melee weapons now weigh 20% (40%, 60%) less and you can swing them 10% (20%, 30%) faster in combat
Master Gladiator 43 1 to 3 Your one-handed melee weapons now do 10% (15%, 20%) more damage.
Master Shotgunner 45 1 to 3 All shotguns now do 10% (15%, 20%) more damage
Master Slugger 48 1 to 3 All two-handed melee weapons now do 10% (15%, 20%) more damage
Ordnance Express 31 1 to 3 Explosives now weigh 30% (60%, 90%) less
Pack Rat 7 1 to 3 The weight of all junk items is reduced by 25% (50%, 75%) on your character
Pain Train 41 1 to 3 Damage (Smash, Devastate) and stagger enemies by sprinting into them while wearing Power Armor on your character
Scattershot 18 1 to 3 Shotguns now weigh 30% (60%, 90%) on your character, and you can reload them 10% (20%, 30%) faster
Shotgunner 10 1 to 3 All shotguns now do 10% (15%, 20%) more damage
Slugger 6 1 to 3 All two-handed melee weapons now do 10% (15%, 20%) more damage
Strong Back 26 1 to 4 Gain 10 (20, 30, 40) carry weight on your character
Sturdy Frame 13 1 to 2 Armor weighs 25% (50%) less on your character
Traveling Pharmacy 3 1 to 3 Weights of all Chems are reduced by 30% (60%, 90%)

Every Perception Perk in Fallout 76

These are all of the Perception Perks you can find in Fallout 76.

Perception Perk Perk Level Perk Ranks Perk Description
Archer 8 1 to 3 Your bows and crossbows now do 10% (15%, 20%) more damage in combat
Awareness 27 1 You can view a target’s specific damage resistance while in the V.A.T.S menu
Bow before me 1 to 3 Your bows and crossbows ignore 12% (24%, 36%) armor and have a 3% (6%, 9%) chance to stagger an opponent
Butcher’s Bounty 3 1 to 3 There’s a 40% (60%, 80%) chance to find extra meat when searching an animal corpse after defeating them
Commando 15 1 to 3 Basic Combat Training means automatically rifles now do 10% (15%, 20%) more damage
Concentrated Fire 2 1 to 3 V.A.T.S targets limbs, and focus fire gains more accuracy and damage per shot while using it
Crack Shot 7 1 to 3 All pistols now work at 10% (20%, 30%) more range and provide more accuracy while aiming down sights
Expert Archer 20 1 to 3 Your bows and crossbows now do 10% (15%, 20%) more damage in combat
Expert Commando 25 1 to 3 Basic Combat Training means automatically rifles now do 10% (15%, 20%) more damage
Expert Rifleman 20 1 to 3 All non-automatic rifles can now do 10% (20%, 30%) more damage in combat
Exterminator 14 1 to 3 Your attacks ignore 25% (50%, 75%) of any insect in Fallout 76
Fire in the Hole 38 1 to 3 You can now see a throwing arc when tossing throwing weapons, and they fly 15% (30%, 50%) further
Fortune Finder 22 1 There is now directional audio when in range of a Caps Stash
Glow Sight 33 1 to 3 You now deal 20% (40%, 60%) damage to glowing enemies
Green Thumb 4 1 Reap twice as much when harvesting from flora
Grenadier 35 1 to 2 All explosives now detonate with a 50% (twice as much) radius after using them
Ground Pounder 18 1 to 3 Automatic rifles can now reload 10% (20%, 30%) faster and have increased hip fire accuracy
Long Shot 37 1 to 3 Your rifles have 10% (20%, 30%) more range and have increased accuracy while aiming down sights
Mater Archer 42 1 to 3 Your bows and crossbows now do 10% (15%, 20%) more damage in combat
Master Commando 45 1 to 3 Basic Combat Training means automatically rifles now do 10% (15%, 20%) more damage
Master Picklock 40 1 Gain an additional lockpicking still and the “sweet spot” is now 10% larger
Master Rifleman 42 1 to 3 All non-automatic rifles can now do 10% (20%, 30%) more damage in combat
Night Eyes 47 1 Gain night vision when sneaking around from 6 PM to 6 AM
Night Person 24 1 to 3 Gain 1 (2, 3) Intelligence and 1 (2, 3) Perception between the hours of 6 PM to 6 AM
Pannapictagraphist 12 1 You hear directional audio when in range of a Magazine
Percepti-bobble 16 1 You hear directional audio when in range of a Bobblehead
Picklock 5 1 Gain an additional lockpicking still and the “sweet spot” is now 10% larger
Refractor 32 1 to 4 Gain 10 (20, 30, 40) Energy Resistance
Rifleman 8 1 to 3 All non-automatic rifles can now do 10% (20%, 30%) more damage in combat
Skeet Shooter 10 1 to 3 Your shotguns have improved accuracy and spread
Sniper 28 1 to 3 Gain improved control and hold your breath 25% (50%, 75%) longer while aiming down scopes
Tank Killer 30 1 to 3 Your rifles and pistols ignore 12% (24%, 36%) armor and have a 3% (6%, 9%) chance to stagger

Every Endurance Perk in Fallout 76

These are all of the perks you can use in the Endurance SPECIAL category in Fallout 76.

Endurance Perk Perk Level Perk Ranks Perk Description
Adamantium Skeleton 21 1 to 3 Your limb damage is reduced by 30% (60%, completely removed)
All Night Long 41 1 to 3 Hunger and Thirst grow 20% (40%, 60%) slower when it’s night
Aquaboy / Aquagirl 26 1 You no longer take Rad damage from swimming and can breathe underwater
Cannibal 15 1 to 3 Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner courses restores health and hunger
Chem Fiend 23 1 to 3 Any chems you take last for 30% (60%, 100%) longer
Chem Resistant 43 1 to 2 You’re half as likely to get addicted when consuming Chems/You are completely immune to getting chem addiction
Cola Nut 14 1 to 2 Nuka-Cola products are now twice (three times) as beneficial
Dromedary 3 1 to 3 All drinks quench thirst by an additional 25% (50%, 75%)
Fireproof 27 1 to 3 Take 15% (30%, 40%) less damage from explosions and flame attacks
Ghoulish 36 1 to 3 Raditional now regenerates your lost health
Good Doggy 8 1 Eating dog food is now three times as beneficial
Hydro Fix 11 1 to 2 Chems generate 50% (0) less thirst
Homebody 19 1 to 2 Gain more health and limb regeneration while in your camp or workshop
Iron Stomach 4 1 to 3 Your chance of catching a disease from food is reduced by 30% (60%, 90%)
Ironclad 30 1 to 5 Gain 10 (20, 30, 40, 50) Damage and Energy resistance while not wearing Power Armor
Lead Belly 2 1 to 3 You now take 30% (60%, no radiation) less radiation from eating or drinking
Life Giver 50 1 to 3 Gain a total of 15 (30, 45) maximum health
Munchy Resistance 17 1 to 2 Using chems induces 50% (no hunger) less hunger
Natural Resistance 10 1 to 3 You are 30% (60%, 90%) less likely to catch a disease from the environment
Nocturnal Fortitude 31 1 to 2 Gain 20 (40) maximum health between the hours of 6 PM to 6 AM
Photosynthetic 47 1 to 2 Gain health regen between the hours of 6 AM to 6 PM
Professional Drinker 39 1 There’s no chance you’ll get addicted to alcohol
Rad Resistant 34 1 to 4 10 (20, 30, 40) additional Radiation resistance
Radicool 38 1 The greater your rads, the greater your strength
Rejuvenated 12 1 to 2 You gain increased benefits from being Well Fed or Well Hydrated
Revenant 32 1 to 2 Gain a 25% (50%) damage bonus for two minutes when a player revives you
Slow Metabolizer 5 1 to 3 All food satisfies hunger by an additional 25% (50%, 75%)
Solar Powered 22 1 to 3 Gain 1 (2, 3), Strength and Endurance between the hours of 6 AM to 6 PM
Sun Kissed 45 1 to 2 Regen radiation damage between the hours of 6 AM to 6 PM
Thirst Quencher 6 1 to 3 Drinking any liquid has a 30% (60%, 90%) reduced chance of causing a disease
Vaccinated 16 1 to 3 The chance of catching a disease from creatures is reduced by 30% (60%, 90%)

Every Charisma Perk in Fallout 76

These are all of the Charisma Perks you can choose from in Fallout 76.

Charisma Perk Perk Level Perk Ranks Perk Description
Animal Friend 30 1 to 3 Aim your gun at any Animal below your level for 25% (50%, 75%) for a chance to pacify it
Anti-Epidemic 34 1 to 2 Your disease cures have a 50% (always cure) to cure the disease on nearby teammates
Bloodsucker 11 1 to 3 Bloodpacks now satisfy third, no longer irridiate, and heal 50% (100%, 150%) more
Bodyguards 5 1 to 4 Gain 6 (8, 10, 12) Damage and energy resistance (max 18, 24, 30, 36) for each teammate, but not to you
E.M.T 9 1 to 3 Players you revive come back with health regen for 15 (30, 60) seconds
Field Surgeon 15 1 Stimpaks and Radaway will now work much more quickly
Friendly Fire 48 1 to 3 Teammates hit by your flame weapons regen their health
Happy Camper 3 1 to 2 Hunger and thirst grow 40% (80%) more when in camp or in a team workshop
Happy-Go-Lucky 17 1 to 2 Your luck is increased by 2 (3) while under the influence of alcohol
Hard Bargain 7 1 to 3 Buying and selling prices at vendors are better
Healing Hands 28 1 Players you review are cured of all Rads
Injector 19 1 to 3 Players you revive have 6 (12, 18) more action potion regen for 10 minutes
Inspirational 2 1 to 3 When you are on a team, gain 5% (10%, 15%) more XP
Lone Wanderer 4 1 to 3 When adventuring alone, take 10% (15%, 20%) less damage and gain 10% (20%, 30% more AP regen
Magnetic Personality 13 1 to 2 Gain 1 (2) Charisma for each teammate, but not yourself
Overly Generous 32 1 to 2 Rads increase your chance to inflict 25 (50% Rads with a melee attack
Party Boy/ Party Girl 24 1 to 2 The effects of alcohol are double (tripled)
Philanthropist 39 1 to 3 Restore some of your teammates hunger and thirst when you eat or drink
Quack Surgeon 22 1 Revive other players with Liquor
Rad Sponge 44 1 to 3 When affected by rads, you periodically heal 80 (140, 200) rads on a nearby teammate
Spiritual Healer 36 1 to 3 You regenerate health for 5 (7, 10) seconds after reviving another player
Squad Maneuvers 37 1 to 2 Run 10% (20%) faster when part of a team
Strange in Numbers 42 1 Positive mutation effects are 25% stronger if teammates are mutated too
Suppressor 40 1 to 3 Reduce your target’s damage output by 10% (20%, 30%) for two seconds after you attack
Team Medic 20 1 to 3 Your stimpacks now also heal nearby teammates for 50% (75%, 100%) of their strength
Tenderizer 46 1 to 3 Make your target receive 5% (7%, 10%), more damage for 5 (7, 10) seconds after you attack
Travel Agent 26 1 You pay 30% fewer Caps when fast traveling
Wasteland Whisperer 50 1 to 3 Aim your gun at a creature below your level for a 25% (50%, 75%) chance to pacify it.

Every Intelligence Perk in Fallout 76

These are all of the Intelligence-based perks you can find in Fallout 76.

Intelligence Perks Perk Level Perk Ranks Perk Description
Armorer 15 1 to 3 You can craft advanced armor mods, crafting armor now costs fewer materials, and crafted armor has improved durability
Batteries Included 28 1 to 3 Energy weapon ammo weighs 30% (60%, 90%) less
Chemist 34 1 You can get double the quantity when you craft chems
Contractor 18 1 to 2 Crafting workshop items now costs 25% (50%) fewer materials
Demolition Expert 10 1 to 5 Your explosives now do 20% (30%, 40%, 50%, 60%) more damage
Expert Hacker 22 1 Gain an additional hacking skill and terminal lock-out time is reduced
First Aid 2 1 to 3 Stimpacks restore 15% (30%, 45%) more health
Fix It Good 27 1 to 3 You can repair armor and Power Armor to 130% (160%, 200%) of normal maximum condition
Gunsmith 11 1 to 5 Guns break 10% (20%, 30%, 40%, 50%) slower and can now you now craft Tier 1 (2, 3, 4, 5) guns
Hacker 4 1 Gain an additional hacking skill and terminal lock-out time is reduced
Licensed Plumber 5 1 to 3 Your pipe weapons now break 20% (40%, 60%) more slowly and are cheaper to repair
Makeshift Warrior 9 1 to 5 Melee weapons break 10% (20%, 30%, 40%, 50%) slower and can now you now craft Tier 1 (2, 3, 4, 5) melee weapons
Master Hacker 38 1 Gain an additional hacking skill and terminal lock-out time is reduced
Nerd Rage! 46 1 to 3 While below 20% health, gain 20 (30, 40) damage resist, 10% (15%, 20%) damage and 15% AP regen
Pharmacist 6 1 to 3 RadAway removes 30% (60%, twice) as much radation
Portable Power 49 1 to 3 All Power Armor parts and chassis weights are reduced by 25% (50%, 75%)
Power Smith 41 1 to 3 You can now craft advanced Power Armor mods, crafting power armor now costs fewer materials, and crafted Power Armor has improved durability
Power Patcher 44 1 to 3 Your Power ARmor breaks 20% (40%, 60%) more slowly and is cheaper to repair
Power User 50 1 to 3 Fusion Cores now last 30% (60%, twice as long) longer
Robotics Expert 48 1 to 3 Hack an enemy robot for 25% (50%, 75%) chance to pacify it
Science 20 1 to 2 You can now craft energy weapons, and you can craft Rank 1 energy mods
Science Expert 31 1 to 2 You can craft Rank 2 energy gun mods, and you can craft energy weapons at fewer costs
Science Master 43 1 to 2 You can craft rank 3 energy gun mods, and you can craft energy weapons with increased durability
Scrapper 13 1 Obtain more components when you scrap weapons and armor
Stabilized 36 1 to 3 In Power Armor, heavy guns gain more accuracy and ignore 15% (30%, 45%) armor
Weapon Artisan 40 1 to 3 You can repair any weapons to 130% (160%, 200%) of normal maximum condition
Wrecking Ball 29 1 to 3 You now deal 40% (80%, 120%) damage to workshop objects

Every Agility Perk in Fallout 76

These are all of the Agility-based perks you can find in Fallout 76.

Agility Perk Perk Level Perk Ranks Perk Description
Action Boy/ Action Girl 2 1 to 3 Action Potions regenerate 15% (30%, 45%)
Adrenaline 49 1 to 5 Gain 6% (7%, 8%, 9%, 10%) damage for 30 seconds per kill, and duration refreshes with kills
Ammosmith 34 1 to 2 Produce 40% (80%) more rounds when crafting ammunition
Born Survivor 3 1 to 3 Falling below 20% (30%, 40%) health will automatically use a Stimpack, once every 20s
Covert Operative 27 1 to 3 Your ranged sneak attacks do 2.15x (2.3x, 2.5x) normal damage
Dead Man Sprinting 8 1 to 2 Sprint 10% (20%) faster at increased AP cost when your health is below 40% (50%)
Dodgy 45 1 to 3 Avoid 10% (20%, 30%) of incoming damage at the cost of 30 Action Points
Enforcer 30 1 to 3 Your shotgun gain 5% (10%, 15%) stagger chance and a 10% (20%, 30%) chance to cripple a limb
Escape Artist 35 1 Sneak to lose enemies and running no longer affects stealth to enter combat
Evasive 17 1 to 3 Earn AGI point adds 1 (2, 3) more Damage and Energy Resist 15 (30, 45)
Expert Guerrilla 25 1 to 3 Your automatic pistols now do 10% (15%, 20%) more damage
Expert Gunslinger 24 1 to 3 Your non-automatic pistols now do 10% (15%, 20%) more damage
Goat Legs 32 1 to 2 Take 40% (80%) less damage from falling
Guerrilla 10 1 to 3 Your automatic pistols now do 10% (15%, 20%) more damage
Gun Fu 50 1 to 3 V.A.T.S Swaps targets on kill with 10% damage, 20% to your next two, and then 30% to your next three targets
Gun Runner 4 1 to 2 Your running speed is increased by 10% (20%) when you have a pistol equipped
Gunslinger 6 1 to 3 Your non-automatic pistols now do 10% (15%, 20%) more damage
Home Defense 22 1 to 3 You can craft and disarm better (advanced, expert) traps and craft better (advanced, expert) turrets
Light Footed 38 1 While sneaking, you never trigger mines or floor-based traps
Marathoner 13 1 to 3 Sprinting consumes 20% (30%, 40%) fewer Action Points
Master Guerrilla 43 1 to 3 Your automatic pistols now do 10% (15%, 20%) more damage
Master Gunslinger 41 1 to 3 Your non-automatic pistols now do 10% (15%, 20%) more damage
Mister Sandman 37 1 to 2 At night your silenced weapons do an additional 25% (50%) sneak attack damage
Modern Renegade 18 1 to 3 Gain pistol hip fire accuracy and a 2% (3%, 4%) chance to cripple a limb
Moving Target 5 1 to 3 Gain 15 (30, 45) more damage and Energy Resistance while sprinting
Ninja 15 1 to 3 Your melee sneak attacks do 2.3x (2.6x, 3x) normal damage
Packin’ Light 9 1 to 3 Your pistols weigh 25% (50%, 75%) less
Secret Agent 47 1 to 3 Stealth Boys last twice (three times, four times) times as long
Sneak 20 1 to 3 You are 25% (50%, 75%) harder to detect while sneaking
Thru-Hiker 7 1 to 3 Food and drink weights are reduced by 30% (60%, 90%)
White Knight 39 1 to 3 Your armor breaks 20% (40%, 60%) more slowly and is cheaper to repair

Every Luck Perk in Fallout 76

Here are all of the Luck perks you can pick from in Fallout 76.

Luck Perk Perk Level Perk Ranks Perk Description
Better Criticals 47 1 to 3 V.A.T.S. criticals now do 50% (75%, 100%) more damage
Bloody Mess 42 1 to 3 5% (10%, 15%) bonus damage means enemies may explode into gory red paste
Can Do! 7 1 o 3 40% (60%, 80%) chance to find an extra canned food when you search a food container
Cap Collector 16 1 to 3 You have a chance (better, more) bottle caps when opening a Caps Stash
Class Freak 46 1 to 3 The negative effects of your mutations are reduced by 25% (50%, 75%)
Critical Savvy 44 1 to 3 Critical Hits now only consume 85% (70%, 55%) of critical meter
Curator 19 1 The benefits of bobbleheads and magazines last twice as long
Dry Nurse 23 1 You have a 50% chance to keep your Stimpack when you revive another player
Four Leaf Clover 29 1 to 3 Each hit in V.A.T.S. has a chance to fil your Critical Meter
Good with Salt 9 1 to 3 Food in your inventory will spoil 30% (60%, 90%) slower
Grim Reaper’s Sprint 33 1 to 3 Any kill in V.A.T.S has a 15% (25%, 35%) chance to restore all Action Points
Junk Shield 10 1 to 3 Carry junk to gain up to 10 (20, 30) damage and energy resistance
Last Laugh 27 1 You drop a live grenade from your inventory when you die
Luck of the Draw 14 1 to 3 There’s a chance your weapon repairs when hitting an enemy
Lucky Break 24 1 to 3 There’s a chance your armor will repair itself when struck by an enemy
Mysterious Savior 49 1 to 3 A Mysterious Savior has the chance to appear to revive you after you’ve been downed
Mysterious Stranger 26 1 to 3 The Mysterious Stranger can appear when using V.A.T.S to give you a hand
Mystery Meat 12 1 to 3 Stimpacks have the chance to meat tissue, and if it has higher rads, it improves the chances
One Gun Army 31 1 to 3 Heavy guns gain a 4% (8%, 12%) chance to stagger and a 4% (8%, 12%) chance to cripple a limb
Pharma Farma 2 1 to 3 40% (60%, 80%) chance to find extra first aid chems when searching a Chems dispenser
Psychopath 21 1 to 3 Any kill in V.A.T.S has 5% (10%, 15%) chance to refill your critical meter
Quick Hands 40 1 to 3 Gain a 6% (12%, 18%) chance to instantly reload when your clip is empty
Ricochet 38 1 to 3 Get a 6% (12%, 18%) to deflect back some of the enemy’s ranged damage
Scrounger 3 1 to 3 40% (60%, 80%) chance to find extra amry when searching an ammo container
Serendipity 5 1 to 3 While below 35% health, gain a 15% (30%, 45%) chance to avoid damage
Starched Genes 30 1 to 2 Less chance for you to mutate from rads or from Radaway to cure mutations
Storm Chaser 35 1 to 2 Gain health regeneration when outside during a rain or Rad Storms
Super Duper 50 1 to 3 When you craft anything, there is a 10% (20%, 30%) chance you’ll get double the results
Tormentor 37 1 to 3 Your rifle attacks have a 5% (10%, 15%) chance of crippling a limb
Woodchucker 17 1 Collect twice as much from harvesting wood

Leave a Reply

Your email address will not be published. Required fields are marked *