Fallout 76 Perks Guide – S.P.E.C.I.A.L Perk Cards

Perks are more important than ever in Fallout 76 since the game is now online-only and you need to gain an advantage in whichever way you possibly can.

Our Fallout 76 Perk Cards Guide will explain all of the perks in the game in great detail so that you can decide which ones are the best for you and your playstyle and ideal FO76 character builds.

Fallout 76 Perks

The perks in the game still seem to follow the S.P.E.C.I.A.L system of old from previous Fallout games, but they work differently in the sense that you need to equip Perk Cards in order to use them. There are also multiple different ranks of each card that grant you additional benefits if you upgrade.

There are many different perks available for you to choose from. Let’s go ahead and find out what all of the Perks along with their Attributes do.

Strength Perk Cards

Strength Perk Cards are used to have more melee damage and increase the effectiveness of your heavy weapons.

Perk Name

Ranks

Required Level

Description

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

Perception Perk Cards

Perception Perks changes the way you react to the environment around you. They can be used to find more items and buff your V.A.T.S.

Perk Name

Ranks

Required Level

Description

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

Endurance Perk Cards

Endurance Perk Cards help you survive. They are usually related to your reaction to food, chems., and radiation.

Perk Name

Ranks

Required Level

Description

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

Charisma Perk Cards

Charisma Perks now provide you team buffs rather than giving you opportunities to charm NPCs in the game as they did in the previous iterations.

Perk Name

Ranks

Required Level

Description

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

Intelligence Perk Cards

Intelligence Perk Cards usually deal with how you repair and hack stuff. They make you require fewer materials to craft and increase the effectiveness of final items. Intelligence attribute improves item condition/durability and scrapping return with every point

Perk Name

Ranks

Required Level

Description

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

Agility Perk Cards

Agility Perk Cards grant you various different movement bonuses and increases the number of AP you have.

Perk Name

Ranks

Required Level

Description

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

Luck Perk Cards

Luck Perk Cards increases the chance of certain good events happening to you. Luck attribute increases your V.A.T.S critical hit chance and the min/max condition of any item you pick up (durability).

Perk Name

Ranks

Required Level

Description

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