We know that Fallout 76 employs a new mechanic in the form of 'perk cards' which can be collected, applied and even exchanged with other players.
There hasn't been a complete list published - YET. But eagle-eyed bloggers and YouTubers have carefully analysed the available video material, especially from QuakeCon, and published those that we've seen thus far. Apparently there are 61 that we've seen already from what Todd Howard has commented as being 'hundreds'...
Bear in mind that some perk cards have only been 'glimpsed' - we've seen a title but the effect has been hidden under other cards!
Here we go then...
STRENGTH
Gladiator: One-handed melee weapons do +10% damage (Rank 2: 20%, Rank 3: 30%)
Sturdy Frame: Armor weighs 25% less than normal
Expert Slugger: Your two-handed melee weapons do +10% damage
Batteries Included: Energy weapon ammo weighs 30% less
Expert Heavy Gunner: Non-explosive heavy guns do +10% damage
Thru-Hiker: Food and drink weights are decreased by 30% (Rank 2: 60%)
Bear Arms: Heavy guns weigh 20% less (Rank 2: 40%)
Bandolier: Ballistic weapon ammo weighs 90% less (at Rank 3)
Bullet Shield: Gain (unknown amount of) damage resistance while firing a heavy gun
PERCEPTION
Night Person: Gain +1 Intelligence and +1 Perception between 6 pm and 6 am
Green Thumb: 25% chance to reap 2x flora
Percepti-bobble: You hear directional audio when in range of a bobblehead
Pannapictagraphist: You hear directional audio when in range of a magazine
Refractor: Gain +(?) energy resistance
Butcher's Bounty: Buff unknown
ENDURANCE
Revenant: Gain a 25% damage bonus for 2 minutes when a player revives you
Slow Metabolizer: Food satisfies hunger by 15% (Locked until level 5)
Dromedary: All drinks quench thirst by an additional 15%
Vaccinated: Chance of catching a disease from a creature lowered by 60% (at Rank 2)
Professional Drinker: There's no chance of becoming addicted to alcohol (at Rank 3)
Aquagirl: You no longer take rad damage from swimming and you can breathe underwater
All Night Long: Buff unknown
CHARISMA
Lone Wanderer: When adventuring alone, take 10% less damage and gain 10% AP regeneration
Happy-Go-Lucky: Your Luck is increased by 2 when under the influence of alcohol
Quack Surgeon: Revive other players with liquor!
Spiritual Healer: You regenerate health for 5 seconds after reviving a player
Strange in Numbers: Positive mutation effects are 25% stronger when teammates are mutated too
Hard Bargain: Buying and selling prices at vendors are better
Inspirational: When you are on a team, gain 5% more XP
Squad Maneuver: Run 10% faster when part of a team
Bloodsucker: Bloodpacks satisfy thirst, no longer irradiate you, and heal 50% more
Philanthropist: Restore some of your team's hunger or thirst when you eat or drink
Team Medic: Your stimpacks now also heal nearby teammates for half the normal strength
Happy Camper: Hunger and thirst grow 40% more slowly in a camp or team workshop (Rank 2: 80%)
Bodyguards: +6 damage and energy resistance for each teammate (Rank 2: +8)
Party Girl: The effects of alcohol are doubled (at Rank 2)
Animal Friend: Buff unknown
Friendly Fire: Buff unknown
Outlaw: Buff Unknown
INTELLIGENCE
Grease Monkey: Workshop items are 30% easier to repair
Contractor: Crafting workshop items now costs 25% fewer materials
Master Hacker: Gain +1 hacking skill, and terminal lock-out time is reduced
First Aid: Stimpaks restore 10% more lost health
Exotic Weapons: Craft Rank 1 exotic weapons (at Rank 2)
Science: You can now craft energy guns (plans required)
Exotic Weapons Master: Buff unknown
AGILITY
Dodgy: Spend 30 action points to avoid 10% of each enemy attack
Marathoner: Sprinting consumes 20% fewer action points
Gun Runner: Your running speed is increased by 10% when you have a pistol equipped
Goat Legs: 80% less fall damage (at Rank 2)
Mister Sandman: Buff unknown
Gun Fu: Buff unknown
Adrenaline: Buff unknown
LUCK
Scrounger: 50% chance to find extra ammo when you search an ammo container
Can Do!: 50% chance to find an extra canned good when you search a food container
Luck of the Draw: Your weapon has a 10% chance to regain condition when hitting an enemy
Starched Genes: You will never mutate from rads, and Radaway will never cure mutations (at Rank 2)
Mysterious Stranger: The Mysterious Stranger appears more often when using VATS (at Rank 2)
Mystery Meat: Stimpacks may generate edible meat tissue. Higher rads improve the chance (Rank 3: excessive edible meat)
Grim Reaper's Sprint: Buff unknown
Mysterious Savior: Buff unknown
Does anything here catch your eye? And can you see potential for particular builds based on perk choices?
We know that Fallout 76 employs a new mechanic in the form of 'perk cards' which can be collected, applied and even exchanged with other players.
There hasn't been a complete list published - YET. But eagle-eyed bloggers and YouTubers have carefully analysed the available video material, especially from QuakeCon, and published those that we've seen thus far. Apparently there are 61 that we've seen already from what Todd Howard has commented as being 'hundreds'...
Bear in mind that some perk cards have only been 'glimpsed' - we've seen a title but the effect has been hidden under other cards!
Here we go then...
STRENGTH
Gladiator: One-handed melee weapons do +10% damage (Rank 2: 20%, Rank 3: 30%)
Sturdy Frame: Armor weighs 25% less than normal
Expert Slugger: Your two-handed melee weapons do +10% damage
Batteries Included: Energy weapon ammo weighs 30% less
Expert Heavy Gunner: Non-explosive heavy guns do +10% damage
Thru-Hiker: Food and drink weights are decreased by 30% (Rank 2: 60%)
Bear Arms: Heavy guns weigh 20% less (Rank 2: 40%)
Bandolier: Ballistic weapon ammo weighs 90% less (at Rank 3)
Bullet Shield: Gain (unknown amount of) damage resistance while firing a heavy gun
PERCEPTION
Night Person: Gain +1 Intelligence and +1 Perception between 6 pm and 6 am
Green Thumb: 25% chance to reap 2x flora
Percepti-bobble: You hear directional audio when in range of a bobblehead
Pannapictagraphist: You hear directional audio when in range of a magazine
Refractor: Gain +(?) energy resistance
Butcher's Bounty: Buff unknown
ENDURANCE
Revenant: Gain a 25% damage bonus for 2 minutes when a player revives you
Slow Metabolizer: Food satisfies hunger by 15% (Locked until level 5)
Dromedary: All drinks quench thirst by an additional 15%
Vaccinated: Chance of catching a disease from a creature lowered by 60% (at Rank 2)
Professional Drinker: There's no chance of becoming addicted to alcohol (at Rank 3)
Aquagirl: You no longer take rad damage from swimming and you can breathe underwater
All Night Long: Buff unknown
CHARISMA
Lone Wanderer: When adventuring alone, take 10% less damage and gain 10% AP regeneration
Happy-Go-Lucky: Your Luck is increased by 2 when under the influence of alcohol
Quack Surgeon: Revive other players with liquor!
Spiritual Healer: You regenerate health for 5 seconds after reviving a player
Strange in Numbers: Positive mutation effects are 25% stronger when teammates are mutated too
Hard Bargain: Buying and selling prices at vendors are better
Inspirational: When you are on a team, gain 5% more XP
Squad Maneuver: Run 10% faster when part of a team
Bloodsucker: Bloodpacks satisfy thirst, no longer irradiate you, and heal 50% more
Philanthropist: Restore some of your team's hunger or thirst when you eat or drink
Team Medic: Your stimpacks now also heal nearby teammates for half the normal strength
Happy Camper: Hunger and thirst grow 40% more slowly in a camp or team workshop (Rank 2: 80%)
Bodyguards: +6 damage and energy resistance for each teammate (Rank 2: +8)
Party Girl: The effects of alcohol are doubled (at Rank 2)
Animal Friend: Buff unknown
Friendly Fire: Buff unknown
Outlaw: Buff Unknown
INTELLIGENCE
Grease Monkey: Workshop items are 30% easier to repair
Contractor: Crafting workshop items now costs 25% fewer materials
Master Hacker: Gain +1 hacking skill, and terminal lock-out time is reduced
First Aid: Stimpaks restore 10% more lost health
Exotic Weapons: Craft Rank 1 exotic weapons (at Rank 2)
Science: You can now craft energy guns (plans required)
Exotic Weapons Master: Buff unknown
AGILITY
Dodgy: Spend 30 action points to avoid 10% of each enemy attack
Marathoner: Sprinting consumes 20% fewer action points
Gun Runner: Your running speed is increased by 10% when you have a pistol equipped
Goat Legs: 80% less fall damage (at Rank 2)
Mister Sandman: Buff unknown
Gun Fu: Buff unknown
Adrenaline: Buff unknown
LUCK
Scrounger: 50% chance to find extra ammo when you search an ammo container
Can Do!: 50% chance to find an extra canned good when you search a food container
Luck of the Draw: Your weapon has a 10% chance to regain condition when hitting an enemy
Starched Genes: You will never mutate from rads, and Radaway will never cure mutations (at Rank 2)
Mysterious Stranger: The Mysterious Stranger appears more often when using VATS (at Rank 2)
Mystery Meat: Stimpacks may generate edible meat tissue. Higher rads improve the chance (Rank 3: excessive edible meat)
Grim Reaper's Sprint: Buff unknown
Mysterious Savior: Buff unknown
Does anything here catch your eye? And can you see potential for particular builds based on perk choices?
Okay, so there are some interesting things that I hadn't seen before (mostly because I'm not exactly up to date on F:76 news) but I'm enjoying it. I think I'll just break down some of my thoughts on some cool perks.
Goat Legs: Okay so this one looks really interesting, I'm just really interested in the idea of not taking fall damage and the interesting characters that could be constructed around that sort of perk. There are definitely some cool characters that I could think of, mostly stealth based characters, but regardless it's just an interesting new perk.
Revenant: So I had no idea that Reviving was going to be a part of the game, but this is interesting...it makes for an interesting tactical style where some characters could really benefit from dying, which is...sorta cool you know.
Charisma: Everything about the perk cards shown just intrigues me about playing a high Charisma character, it feels like there are so many options for how you could create a character based on a different Charisma perk/set. I mean, just from what I can see here, there are perks that benefit Healers, Tanks and DPS attackers. I love it, and I think it might be my favourite attributes.
There's more I could say, but those are the main ones that are interesting to me.
Okay, so there are some interesting things that I hadn't seen before (mostly because I'm not exactly up to date on F:76 news) but I'm enjoying it. I think I'll just break down some of my thoughts on some cool perks.
Goat Legs: Okay so this one looks really interesting, I'm just really interested in the idea of not taking fall damage and the interesting characters that could be constructed around that sort of perk. There are definitely some cool characters that I could think of, mostly stealth based characters, but regardless it's just an interesting new perk.
Revenant: So I had no idea that Reviving was going to be a part of the game, but this is interesting...it makes for an interesting tactical style where some characters could really benefit from dying, which is...sorta cool you know.
Charisma: Everything about the perk cards shown just intrigues me about playing a high Charisma character, it feels like there are so many options for how you could create a character based on a different Charisma perk/set. I mean, just from what I can see here, there are perks that benefit Healers, Tanks and DPS attackers. I love it, and I think it might be my favourite attributes.
There's more I could say, but those are the main ones that are interesting to me.