Fallout 76 » Discussions


Perk Card Archive

  • November 17, 2018

    So basically I'm just starting a compilation of all Perk Cards available in Fallout: 76, updating the thread whenever they're changed (if they are) and just generally creating a place where we can pop in and check specifics about a card, or talk about Perk Cards that might be good for specific builds...or anything Perk Card related.

    Strength

    • Bandolier (2 Ranks | 1 Base Cost): Ballistic weapon ammo weighs 45/90% less
    • Barbarian (3 Ranks | 1 Base Cost): Every point of Strength adds +2/3/4 Damage Resist (Max 40/60/80). (No Power Armor)
    • Basher (2 Ranks | 1 Base Cost): Gun bashing does +25/50% damge with a 5/10% chance to cripple your opponent.
    • Blocker (3 Ranks | 1 Base Cost): Take 15/30/45% less damage from your opponents melee attacks.
    • Slugger (3 Ranks | 1 Base Cost): Your two-handed melee weapons now do +10/15/20% damage.
    • Gladiator (3 Ranks | 1 Base Cost): Your one-handed melee weapons now do +10/15/20% damage.
    • Expert Gladiator (3 Ranks | 1 Base Cost): Your one-handed melee weapons now do +10/15/20% damage.
    • Iron Fist (3 Ranks | 1 Base Cost): Your punching attacks now do +10/15/20% damage.
    • Martial Artist (3 Ranks | 1 Base Cost): Your melee weapons weigh 20/40/60% less and you can swing them 10/20/30% faster.
    • Pack Rat (3 Ranks | 1 Base Cost): The weight of all junk items is reduced by 25/50/75%.
    • Scattershot (3 Ranks | 1 Base Cost): Shotguns now weigh 30/60/90% less and you reload them 10/20/30% faster.
    • Shotgunner (3 Ranks | 1 Base Cost): Your shotguns now do +10/15/20% damage.
    • Expert Shotgunner (3 Ranks | 1 Base Cost): Your shotguns now do +10/15/20% damage
    • Sturdy Frame (2 Ranks | 1 Base Cost): Armor weighs 25/50% less than normal.
    • Traveling Pharmacy (3 Ranks | 1 Base Cost): Weights of all Chems (including Stimpaks) are reduced by 30/60/90%.

    Perception:

    • Commando (3 Ranks | 1 Base Cost): Basic combat training means automatic rifles do +10/20/30% damage.
    • Concentrated Fire (3 Ranks | 1 Base Cost): V.A.T.S targets limbs. Focus fire to gain more accuracy and damage per shot.
    • Crack Shot (3 Ranks | 1 Base Cost): All pistols now have 10/20/30% more range and more accuracy when sighted.
    • Exterminator (3 Ranks | 1 Base Cost): Your attacks ignore 25/50/75% armor of any insect.
    • Ground Pounder (3 Ranks | 1 Base Cost): Automatic rifles now reload 10/20/30% faster and have better hip fire accuracy.
    • Butcher's Bounty (3 Ranks | 1 Base Cost): 40/60/80% chance to find extra meat when you "Search" an animal corpse.
    • Picklock (1 Ranks | 1 Base Cost): Gain +1 lockpicking skill and the lockpicking 'sweet spot' is 10% larger.
    • Expert Picklock (1 Ranks | 1 Base Cost): Gain +1 lockpicking skill and the lockpicking 'sweet spot' is 10% larger.
    • Rifleman (3 Ranks | 1 Base Cost): Your non-automatic rifles now do +10/15/20% damage.
    • Expert Rifleman (3 Ranks | 1 Base Cost): Your non-automatic rifles now do +10/15/20% damage.
    • Skeet Shooter (3 Ranks | 1 Base Cost): Your shotguns have improved accuracy and spread.
    • Green Thumb (1 Rank | 1 Base Cost): Reap twice as much when harvesting flora.
    • Pannapictagraphisy (1 Rank | 1 Base Cost): You hear directional audio when in the range of Magazines.
    • Percepti-Boggle (1 Rank | 1 Base Cost): You hear directional aduio when in range of a Bobblehead. 
    • Fortune Finder (1 Rank | 1 Base Cost): You hear directional aduio when in range of a Caps Stash. 

    Endurance:

    • Adamantium Skeleton (3 Ranks | 1 Base Cost): Your limb damage is now reduced by 30/60/100%.
    • Cannibal (3 Ranks | 1 Base Cost): Eating human, Ghoul, Super Mutant, Scorched or Mole Miner corpses restores Health and hunger.
    • Chem Fiend (3 Ranks | 1 Base Cost): Any chems you take last 30/60/100% longer.
    • Cola Nut (2 Ranks | 1 Base Cost): Nuka-Cola products are now twice/three times as beneficial.
    • Good Doggy (1 Rank | 1 Base Cost): Eating dog food is three times as beneficial.
    • Hydro Fix (2 Ranks | 1 Base Cost): Chems generate 50/100% less thirst.
    • Homebody (2 Ranks | 1 Base Cost) Gain gradual health/limb regeneration while in your camp or a workshop.
    • Iron Stomach (3 Ranks | 1 Base Cost): Your chance to catch a disease from food is reduced by 30/60/90%.
    • Lead Belly (3 Ranks | 1 Base Cost): You take 30/60/100% less radiation from eating or drinking.
    • Munchy Resistance (2 Ranks | 1 Base Cost): Using chems induces 50/100% less hunger.
    • Natural Resistance (3 Ranks | 1 Base Cost): You are 30/60/90% less likely to catch a disease from the envrionment.
    • Rejuvenated (2 Ranks | 1 Base Cost): You gain increased benefit from being Well Fed or Well Hydrated.
    • Dromedary (3 Ranks | 1 Base Cost): All drinks quench thirst by an additional 25/50/75%.
    • Slow Metabolizer (3 Ranks | 1 Base Cost): All food satisfies hunger by an additional 25/50/75%.
    • Solar Powered (3 Ranks | 1 Base Cost): Gain +1/2/3 STR and END between the hours of 6:00 AM and 6:00 PM
    • Thirst Quencher (3 Ranks | 1 Base Cost): Drinking any liquid has a 30/60/90% reduced chance to cause Disease.
    • Vaccinated (3 Ranks | 1 Base Cost): Chance of catching a disease from creatures is reduced by 30/60/90%

    Charisma:

    • Lone Wanderer (3 Ranks | 2 Base Cost): When adventuring alone, take 10/15/20% less damage and gain 10/20/30% AP regen.
    • Bodyguards (4 Ranks | 1 Base Cost): Gain 6/8/10/12 Damage and Energy Resist (max 18/24/30/36) for each teammate, excluding you.
    • Hard Bargain (3 Ranks | 1 Base Cost): Buying and selling prices at vendors are better with each rank.

    Intelligence:

    • Demolition Expert (5 Ranks | 1 Base Cost): Your explosives do +20/40/60/80/100% damage.
    • Gunsmith (5 Ranks | 1 Base Cost:) Guns break 10/20/30/40/50% slower and you can craft Tier 1/2/3/4/5 guns. (Plans Required)
    • First Aid (3 Ranks | 1 Base Cost): Stimpaks restore 15/30/45% more lost Health.
    • Licensed Plumber (3 Ranks | 1 Base Cost): Your pipe weapons break 30/60/90% more slowly and are cheaper to repair.
    • Makeshift Warrior (5 Ranks | 1 Base Cost): Melee weapons break 10/20/30/40/50% slower and you can craft Tier 1/2/3/4/5 melee weapons. (Plans Required)
    • Science (2 Ranks | 1 Base Cost): Can now craft energy guns/Rank 1 energy gun mods.

    Agility: 

    • Born Survivor (3 Ranks | 1 Base Cost): Falling below 20/30/40% health will automatically use a Stimpak, once every 20s.
    • Moving Target (3 Ranks | 1 Base Cost): Gain +15/30/45 Damage and Energy Resistance while sprinting. (No Power Armor)
    • Thru Hiker (3 Ranks | 1 Base Cost): Food and Drink weights are recuded by 30/60/90%.

    Luck:

    • Pharma Farma (3 Ranks | 1 Base Cost): 40/60/80% chance to find extra first aid Chems when you "Search" a chem container.
    • Can Do! (3 Ranks | 1 Base Cost): 40/60/80% chance to find extra canned goods when you "Search" a food container
    • Scrounger (3 Ranks | 1 Base Cost): 40/60/80% chance to find extra ammo when you "Search" an ammo container
    • Serendipity (3 Ranks | 1 Base Cost): While below 30% health, gain a 15/30/45% chance to avoid damage.
  • November 17, 2018

    So I sorta kinda fucked this one up a wee bit which is why you might notice a huge drop in the number of perks. I was going off my Level-Up list (before choosing a perk) but then I chose a perk so...had to only list the cards I've got either equipped or in storage (surprise :P). Anyway, will update whenever I level up next, but in the meantime feel free to throw me any other Cards, or notes you have on individual perks.

    I'm hoping to sort of create an archive where each perk will have notes from individual users underneath (branching out into unique discussions if we get that far) so people can gather thoughts on each one at any stage. Just something nice and helpful :D

  • Leader
    November 17, 2018

    Thank you for doing this! One of the things the biggest shortcomings I'm finding with the level up system is that you can't see the current SPECIAL allocation and cards along with the cards in the deck you can select from the level up deck. You have to flip back and forth across your SPECIAL deck and can't compare 2-3 cards side by side. It makes it feel a bit more haphazard instead of intentional. I wish that was a little more built out, so seeing this in a list is really helpful. :)

  • November 18, 2018

    I hope it's useful in the en. I definitely agree about the strange nature of the SPECIAL/Level-Up System, I love the actual mechanics but they've just put it together in a baffling way. I'm confused about why I can't take a SPECIAL point in whatever I want, and then choose the Perk Card, and instead choose a Card with my SPECIAL POINT (for example, if I take First Aid, I also have to take Intelligence). To me it just makes more sense to have the Perk Card Pack opening (2,4,6, 8, 10, 15,20, etc.) as one option, then you choose your SPECIAL as a second option, then you can pick your Level Up Perk Card. It's just kind of baffling, confusing and detrimental to levelling up.

    Heh, though that said, my game has been conspiring against me continuing this. I think I started at 17 and I screwed up there, then at 18 my Laptop shut down as I was updating it, then Level 19 was a fight or something and 20 was Combat Shotgun time :P Anyway, should be updating this soon with more perks.

  • November 18, 2018

    I AM SO BAD AT LEVELLING...FUCK, I did that perk choosing thing again on accident and I'm not even sure why at the moment. I could've sworn I pressed circle, but whatever. Urgh, even worse I swear now I have no idea how levelling up your SPECIAL stats works. I thought it was before you choose a perk, but now it's after? Either way it sucks, and just kind of sucks.