Fallout 76 Perks: All Perk Cards Guide for Beginners

0
14
parks

In Fallout 76, Perk Cards are special abilities that shape your character’s build, boosting skills like damage, crafting, or survival. Unlike past Fallout games, perks are cards you equip under the S.P.E.C.I.A.L. stats (Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck), with each stat having its own set of cards. This guide lists all Fallout 76 Perks Cards available as of June 2025, explains how they work, and offers tips for beginners to make the most of them.

Whether you’re a level 1 newbie or a level 100 player, this guide will help you pick the right perks for your playstyle.

How Fallout 76 Perks Card Works

  • Unlocking: You earn Perk Card Packs at levels 2, 4, 6, 8, 10, and every 5 levels after (15, 20, etc.). You also get one perk point per level to choose a specific card or boost a S.P.E.C.I.A.L. stat.
  • Equipping: Each S.P.E.C.I.A.L. stat has a point limit (e.g., 15 max in Strength). Assign cards under each stat, but their total cost can’t exceed your stat points. For example, with 5 Strength, you can equip a 3-cost and a 2-cost card.
  • Ranking Up: Combine duplicate cards to increase their rank (e.g., two rank 1 cards make a rank 2). Higher ranks give stronger effects but may cost more points.
  • Swapping: Use a Punch Card Machine at your C.A.M.P. or train stations to swap perks or reassign S.P.E.C.I.A.L. points for different builds (e.g., combat vs. crafting).
  • Level Requirement: Some cards unlock at higher levels (e.g., level 50 for max ranks). You need to be level 100+ to access all cards fully.
  • Legendary Perks: At level 50+, unlock special Legendary Perk slots (up to 6 by level 300). These are separate from regular perks and listed at the end.

Tip: Save cards you don’t use yet, as they’re useful for switching builds later. Focus on one playstyle (e.g., melee, rifles) early to avoid spreading points too thin.

All Perk Cards by S.P.E.C.I.A.L. Category

Below is a complete list of regular Perk Cards, grouped by S.P.E.C.I.A.L. stat, with their effects, ranks, and costs. Each card’s max rank effect is described for simplicity. Cards are available unless noted as event-locked or removed.

Strength (Melee, Heavy Weapons, Carry Weight)

Strength boosts melee damage, heavy weapon performance, and carry weight. Great for tanky or heavy gun builds.

  • Barbarian (3 ranks, 1-3 cost, level 14): +80 damage resistance (DR) when Strength is 15 or higher. Good for melee tank builds.
  • Basher (2 ranks, 1-2 cost, level 11): Gun bashing deals +50% damage, 25% chance to cripple. Key for Bashing Minigun builds.
  • Bear Arms (3 ranks, 1-3 cost, level 35): Heavy weapons weigh 90% less. Essential for heavy gunners.
  • Blocker (3 ranks, 1-3 cost, level 21): Take 45% less damage from melee attacks. Great for close-combat survival.
  • Bullet Shield (3 ranks, 1-3 cost, level 39): +60 DR when firing heavy weapons. Pairs well with heavy gun builds.
  • Gladiator (3 ranks, 1-3 cost, level 2): One-handed melee weapons deal +20% damage. For machete or sword users.
  • Expert Gladiator (3 ranks, 1-3 cost, level 22): One-handed melee weapons deal +20% more damage. Stacks with Gladiator.
  • Master Gladiator (3 ranks, 1-3 cost, level 43): One-handed melee weapons deal +20% more damage. Maxes one-handed builds.
  • Incisor (3 ranks, 1-3 cost, level 34): Melee attacks ignore 75% of enemy armor. Must-have for melee builds.
  • Iron Fist (3 ranks, 1-3 cost, level 5): Unarmed attacks deal +20% damage. For fist weapons or gauntlets.
  • Expert Iron Fist (3 ranks, 1-3 cost, level 26): Unarmed attacks deal +20% more damage. Stacks with Iron Fist.
  • Master Iron Fist (3 ranks, 1-3 cost, level 46): Unarmed attacks deal +20% more damage. Maxes unarmed builds.
  • Martial Artist (3 ranks, 1-3 cost, level 16): Melee weapons weigh 60% less, swing 30% faster. Speeds up melee attacks.
  • Pack Rat (3 ranks, 1-3 cost, level 7): Junk weighs 75% less. Helps manage inventory for looters.
  • Slugger (3 ranks, 1-3 cost, level 6): Two-handed melee weapons deal +20% damage. For sledgehammers or super sledges.
  • Expert Slugger (3 ranks, 1-3 cost, level 24): Two-handed melee weapons deal +20% more damage. Stacks with Slugger.
  • Master Slugger (3 ranks, 1-3 cost, level 45): Two-handed melee weapons deal +20% more damage. Maxes two-handed builds.
  • Sturdy Frame (2 ranks, 1-2 cost, level 13): Armor weighs 50% less. Useful for heavy armor users.
  • Traveling Pharmacy (3 ranks, 1-3 cost, level 3): Chems weigh 90% less. Great for stimpak or buff users.
  • Bandolier (2 ranks, 1-2 cost, level 22): Ballistic ammo weighs 90% less. Must-have for rifle or heavy gun builds.

Perception (Rifle Accuracy, V.A.T.S., Scouting)

Perception improves rifle aim, V.A.T.S. accuracy, and enemy detection. Ideal for snipers or stealth builds.

  • Butcher’s Bounty (3 ranks, 1-3 cost, level 11): 40% chance for extra meat when searching creatures. Good for food crafting.
  • Commando (3 ranks, 1-3 cost, level 15): Automatic rifles deal +20% damage. Core for auto-rifle builds.
  • Expert Commando (3 ranks, 1-3 cost, level 25): Automatic rifles deal +20% more damage. Stacks with Commando.
  • Master Commando (3 ranks, 1-3 cost, level 45): Automatic rifles deal +20% more damage. Maxes auto-rifle builds.
  • Concentrated Fire (3 ranks, 1-3 cost, level 2): In V.A.T.S., each attack on the same body part gains +20% damage and accuracy. Great for targeting weak points.
  • Crack Shot (3 ranks, 1-3 cost, level 7): Pistols have 30% better range, +9% accuracy when aimed. For pistol snipers.
  • Exterminator (3 ranks, 1-3 cost, level 14): 75% chance to deal +50% damage to Mirelurks and bugs. Niche but useful in specific areas.
  • Fire in the Hole (3 ranks, 1-3 cost, level 27): Thrown explosives show a trajectory arc, +60% range. Helps with grenades.
  • Glow Sight (3 ranks, 1-3 cost, level 33): +60% damage to glowing enemies. Strong for nuke zone fights.
  • Green Thumb (1 rank, 1 cost, level 4): Harvest double flora (plants). Useful for crafting chems or food.
  • Grenadier (2 ranks, 1-2 cost, level 35): Explosives have double radius. Boosts grenade or launcher impact.
  • Ground Pounder (3 ranks, 1-3 cost, level 10): Automatic rifles reload 30% faster, +9% hip-fire accuracy. Enhances commando builds.
  • Long Shot (3 ranks, 1-3 cost, level 37): Non-automatic rifles have 30% better range, +9% accuracy when aimed. For snipers.
  • Night Eyes (2 ranks, 1-2 cost, level 11): Gain night vision from 6 PM to 6 AM when sneaking. Situational for stealth.
  • Pannapictagraphist (1 rank, 1 cost, level 40): Hear directional audio when near a magazine. Helps find collectibles.
  • Percepti-bobble (1 rank, 1 cost, level 43): Hear directional audio when near a bobblehead. Good for stat boosts.
  • Rifleman (3 ranks, 1-3 cost, level 8): Non-automatic rifles deal +20% damage. Core for sniper builds.
  • Expert Rifleman (3 ranks, 1-3 cost, level 20): Non-automatic rifles deal +20% more damage. Stacks with Rifleman.
  • Master Rifleman (3 ranks, 1-3 cost, level 42): Non-automatic rifles deal +20% more damage. Maxes sniper builds.
  • Skeet Shooter (3 ranks, 1-3 cost, level 10): Shotguns have +30% range, +9% accuracy. Boosts shotgun builds.
  • Sniper (3 ranks, 1-3 cost, level 28): +25% damage with scoped rifles when holding breath. Essential for snipers.
  • Tank Killer (3 ranks, 1-3 cost, level 30): Rifles and pistols ignore 36% armor, 9% chance to stagger. Key for rifle builds.

Endurance (Health, Survival, Resistance)

Endurance boosts health, disease resistance, and survival. Good for tanky or low-health builds.

  • Adamantium Skeleton (3 ranks, 1-3 cost, level 21): Limb damage reduced by 90%. Great for melee or close-range fights.
  • All Night Long (3 ranks, 1-3 cost, level 15): Hunger and thirst grow 60% slower at night (6 PM–6 AM). Situational.
  • Aquaboy/Aquagirl (1 rank, 1 cost, level 26): No radiation or damage from swimming. Useful for water-heavy areas.
  • Cannibal (3 ranks, 1-3 cost, level 19): Eating human corpses restores 75 health and hunger. Niche but fun.
  • Chem Fiend (3 ranks, 1-3 cost, level 23): Chems last 100% longer. Strong for chem-heavy builds.
  • Cola Nut (2 ranks, 1-2 cost, level 17): Nuka-Cola restores 400% more health and hunger. Pairs with Nuka-Cola stockpiles.
  • Dromedary (3 ranks, 1-3 cost, level 3): Drinks satisfy thirst 60% better. Helps with hydration.
  • Fireproof (3 ranks, 1-3 cost, level 27): 45% less damage from explosions and fire. Key for Scorchedbeast fights.
  • Glowing Gut (3 ranks, 1-3 cost, level 30): +60% damage when irradiated. Essential for low-health, high-radiation builds.
  • Good Doggy (3 ranks, 1-3 cost, level 8): Dog food restores 75 health and hunger. Cheap survival option.
  • Homebody (2 ranks, 1-2 cost, level 33): Health and limb regen +100% at C.A.M.P. or workshop. Situational.
  • Hydro Fix (2 ranks, 1-2 cost, level 11): Chems generate 50% less thirst. Good for chem users.
  • Ironclad (5 ranks, 1-5 cost, level 30): +50 DR and ER when not in power armor. Boosts non-power armor tanks.
  • Lead Belly (3 ranks, 1-3 cost, level 2): 90% less radiation from food and drink. Early survival perk.
  • Munchy Resistance (2 ranks, 1-2 cost, level 17): 80% less chance to get diseases from food. Pairs with Lead Belly.
  • Natural Resistance (2 ranks, 1-2 cost, level 10): 80% less chance to get diseases from environment. Early survival.
  • Photosynthetic (2 ranks, 1-2 cost, level 35): +50% health regen in sunlight (6 AM–6 PM). Avoid for glowing builds.
  • Professional Drinker (3 ranks, 1-3 cost, level 22): No addiction from alcohol, +100% alcohol benefits. Fun for roleplay.
  • Rad Resistant (4 ranks, 1-4 cost, level 34): +40 rad resistance. Useful in nuke zones.
  • Rejuvenated (2 ranks, 1-2 cost, level 12): +50% benefits from being Well Fed/Well Hydrated. Boosts survival.
  • Slow Metabolizer (3 ranks, 1-3 cost, level 5): Food satisfies hunger 60% better. Pairs with Dromedary.
  • Solar Powered (3 ranks, 1-3 cost, level 27): +3 Strength and Endurance in sunlight. Avoid for glowing builds.
  • Sun Kissed (2 ranks, 1-2 cost, level 45): Remove radiation in sunlight. Avoid for glowing builds.
  • Vaccinated (3 ranks, 1-3 cost, level 16): 80% less chance to get diseases from creatures. Early survival.

Charisma (Team Play, Trading, Sharing)

Charisma boosts team benefits, trading, and perk sharing. Essential for group play or vendors.

  • Animal Friend (3 ranks, 1-3 cost, level 30): Aim at animals to pacify (75% chance at rank 3). Fun for exploration.
  • Anti-Epidemic (2 ranks, 1-2 cost, level 34): Cure diseases in team when you cure yourself. Great for team survival.
  • Bloodsucker (3 ranks, 1-3 cost, level 11): Blood packs restore 75 health, no radiation. Niche but useful.
  • Bodyguards (4 ranks, 1-4 cost, level 14): +12 DR and ER per teammate (excluding you). Boosts team tankiness.
  • E.M.S. (3 ranks, 1-3 cost, level 20): Revive teammates with +50% health and rad removal. Key for team support.
  • Field Surgeon (2 ranks, 1-2 cost, level 16): Stimpaks and RadAway work 50% faster. Improves healing.
  • Friendly Fire (3 ranks, 1-3 cost, level 48): Heal teammates by hitting them with fire weapons. Fun for flamethrower users.
  • Happy-Go-Lucky (2 ranks, 1-2 cost, level 17): +2 Luck when drunk. Niche for alcohol builds.
  • Hard Bargain (3 ranks, 1-3 cost, level 7): Better prices when buying/selling. Must-have for trading.
  • Healing Hands (2 ranks, 1-2 cost, level 28): Revived teammates gain +100% health regen for 30 seconds. Team support.
  • Injector (3 ranks, 1-3 cost, level 23): Stimpaks heal teammates for 75% of your stimpak’s effect. Support perk.
  • Inspirational (3 ranks, 1-3 cost, level 2): +15% XP when in a team. Great for leveling up.
  • Lone Wanderer (4 ranks, 1-4 cost, level 4): +20% damage resistance, 30% less AP cost when solo. Best for solo players.
  • Magnetic Personality (2 ranks, 1-2 cost, level 13): +2 Charisma per teammate. Boosts perk sharing.
  • Overly Generous (2 ranks, 1-2 cost, level 32): 25% chance melee hits deal 50 rad damage. Niche for melee.
  • Party Boy/Girl (3 ranks, 1-3 cost, level 8): Alcohol triples effects. Pairs with Professional Drinker.
  • Philanthropist (3 ranks, 1-3 cost, level 39): Share food/drink to teammates, restore 75% hunger/thirst. Team support.
  • Quack Surgeon (3 ranks, 1-3 cost, level 22): Revive with liquor instead of stimpaks. Fun roleplay perk.
  • Spiritual Healer (3 ranks, 1-3 cost, level 18): +30% health regen for 10 seconds after reviving a teammate.
  • Squad Maneuvers (2 ranks, 1-2 cost, level 37): +20% sprint speed when in team. Boosts team mobility.
  • Strange in Numbers (1 rank, 1 cost, level 42): +25% damage and benefits when teammates have mutations. Key for mutation builds.
  • Suppressor (3 ranks, 1-3 cost, level 40): Enemies hit by you deal 30% less damage for 3 seconds. Team tank support.
  • Team Medic (3 ranks, 1-3 cost, level 20): Your stimpaks heal teammates for 50% of the effect. Great for team fights.
  • Tenderizer (3 ranks, 1-3 cost, level 10): Enemies take 10% more damage for 10 seconds after you hit them. Boosts team DPS.
  • Travel Agent (3 ranks, 1-3 cost, level 26): Fast travel costs 30% less caps. Saves money.
  • Wasteland Whisperer (3 ranks, 1-3 cost, level 50): Aim at creatures to pacify (75% chance at rank 3). Fun exploration.

Intelligence (Crafting, Hacking, Durability)

Intelligence improves crafting, hacking, and weapon durability. Essential for builders or support roles.

  • Armorer (3 ranks, 1-3 cost, level 15): Craft higher-tier armor, repair with fewer materials. Must-have for armor crafting.
  • Batteries Included (3 ranks, 1-3 cost, level 28): Energy ammo weighs 90% less. Great for energy weapon users.
  • Chemist (1 rank, 1 cost, level 34): Craft 2x chems at chemistry stations. Boosts chem production.
  • Contractor (2 ranks, 1-2 cost, level 18): C.A.M.P. items cost 50% fewer materials. Key for base builders.
  • Demolition Expert (5 ranks, 1-5 cost, level 10): Explosive weapons deal +60% damage. For launchers or grenades.
  • Expert Hacker (1 rank, 1 cost, level 22): Hack terminals one level higher, reduce lockout time. Stacks with Hacker.
  • First Aid (3 ranks, 1-3 cost, level 2): Stimpaks restore 45% more health. Early survival perk.
  • Fix it Good (3 ranks, 1-3 cost, level 27): Repair armor to 200% condition. Boosts armor durability.
  • Gunsmith (3 ranks, 1-3 cost, level 11): Craft higher-tier guns, repair with 50% fewer materials. Key for weapon crafting.
  • Hacker (3 ranks, 1-3 cost, level 4): Hack terminals one level higher, reduce lockout time. For terminal access.
  • Licensed Plumber (3 ranks, 1-3 cost, level 5): Pipe weapons weigh 75% less, break slower. Niche for pipe weapon users.
  • Makeshift Warrior (3 ranks, 1-3 cost, level 3): Melee weapons break slower, craft cheaper. For melee crafters.
  • Master Hacker (1 rank, 1 cost, level 38): Hack terminals one level higher, reduce lockout time. Stacks with Hacker.
  • Nerd Rage! (3 ranks, 1-3 cost, level 46): Below 20% health, +20% damage, +40 DR, 15% AP regen. Great for low-health builds.
  • Pharmacist (3 ranks, 1-3 cost, level 6): RadAway removes 90% more radiation. Pairs with radiation-heavy builds.
  • Portable Power (3 ranks, 1-3 cost, level 8): Power armor weighs 90% less. Helps carry multiple suits.
  • Power Patcher (3 ranks, 1-3 cost, level 44): Power armor breaks 60% slower, repairs cheaper. Saves materials.
  • Power Smith (3 ranks, 1-3 cost, level 41): Craft higher-tier power armor, repair with fewer materials. For power armor crafters.
  • Power User (3 ranks, 1-3 cost, level 50): Power armor fusion cores last 2x longer. Essential for power armor users.
  • Science (2 ranks, 1-2 cost, level 20): Craft energy weapons, repair with 50% fewer materials. For energy weapon users.
  • Science Expert (2 ranks, 1-2 cost, level 23): Craft advanced energy weapons, repair cheaper. Stacks with Science.
  • Science Master (2 ranks, 1-2 cost, level 43): Craft top-tier energy weapons, repair cheapest. Maxes energy crafting.
  • Scrapper (2 ranks, 1-2 cost, level 13): Scrap weapons/armor for 100% more materials. Great for resource gathering.
  • Stabilized (3 ranks, 1-3 cost, level 32): In power armor, heavy weapons gain +45% accuracy, ignore 45% armor. Key for heavy gunners.
  • Weapon Artisan (3 ranks, 1-3 cost, level 16): Repair weapons to 200% condition. Boosts weapon durability.

Agility (V.A.T.S., Stealth, AP)

Agility boosts V.A.T.S. performance, stealth, and action points (AP). Ideal for sneaky or pistol builds.

  • Action Boy/Girl (3 ranks, 1-3 cost, level 2): AP regenerates 45% faster. Core for V.A.T.S. or sprinting.
  • Adrenaline (5 ranks, 1-5 cost, level 49): +60% damage for 30 seconds after killing an enemy, stacks up to 5 kills. Great for mob fights.
  • Born Survivor (3 ranks, 1-3 cost, level 3): Below 40% health, auto-use stimpak every 20 seconds. Early survival perk.
  • Covert Operative (3 ranks, 1-3 cost, level 27): Sneak attacks with ranged weapons deal 2.5x damage. Key for stealth snipers.
  • Dead Man Sprinting (2 ranks, 1-2 cost, level 8): Sprint 20% faster at low health, uses 50% more AP. Situational.
  • Dodgy (3 ranks, 1-3 cost, level 20): Avoid 30% damage by spending 30 AP per hit. AP-heavy survival perk.
  • Enforcer (3 ranks, 1-3 cost, level 30): Shotguns have 30% chance to cripple, 15% stagger. Boosts shotgun builds.
  • Escape Artist (1 rank, 1 cost, level 35): Sneaking removes enemy detection, +20% sneak speed. Stealth must-have.
  • Evasive (3 ranks, 1-3 cost, level 17): +45 DR and ER when Agility is 15 or higher. Stealth tank perk.
  • Goat Legs (2 ranks, 1-2 cost, level 32): 80% less fall damage. Useful for exploration.
  • Gorilla (3 ranks, 1-3 cost, level 38): +60% damage with Bashing Minigun for Onslaught stacks. Niche but strong for specific builds.
  • Gun Fu (3 ranks, 1-3 cost, level 50): In V.A.T.S., switch targets on kill for +50% damage at rank 3. V.A.T.S. pistol builds.
  • Gun Runner (2 ranks, 1-2 cost, level 4): +20% run speed with pistols equipped. Fun for pistol users.
  • Gunslinger (3 ranks, 1-3 cost, level 6): Non-automatic pistols deal +20% damage. Core for pistol builds.
  • Expert Gunslinger (3 ranks, 1-3 cost, level 24): Non-automatic pistols deal +20% more damage. Stacks with Gunslinger.
  • Master Gunslinger (3 ranks, 1-3 cost, level 45): Non-automatic pistols deal +20% more damage. Maxes pistol builds.
  • Home Defense (3 ranks, 1-3 cost, level 22): Disarm traps and craft better C.A.M.P. defenses. For base builders.
  • Light Footed (1 rank, 1 cost, level 14): No traps triggered when sneaking, quieter footsteps. Stealth exploration.
  • Marathoner (3 ranks, 1-3 cost, level 13): Sprinting uses 60% less AP. Great for mobility.
  • Moving Target (3 ranks, 1-3 cost, level 26): +45 DR and ER when sprinting. Boosts run-and-gun builds.
  • Ninja (3 ranks, 1-3 cost, level 15): Sneak attacks with melee weapons deal 3x damage. Key for stealth melee.
  • Packin’ Light (3 ranks, 1-3 cost, level 9): Pistols weigh 75% less. Helps pistol inventory.
  • Quick Hands (3 ranks, 1-3 cost, level 40): 18% chance to instantly reload when magazine is empty. Boosts combat uptime.
  • Secret Agent (3 ranks, 1-3 cost, level 47): Stealth Boys last 3x longer. Stealth support perk.
  • Sneak (3 ranks, 1-3 cost, level 20): 75% harder to detect when sneaking. Core for stealth builds.
  • Thru-hiker (3 ranks, 1-3 cost, level 7): Food and drink weigh 90% less. Great for inventory management.

Luck (Criticals, Loot, Durability)

Luck boosts critical hits, loot chances, and gear durability. Good for V.A.T.S. or scavenging builds.

  • Better Criticals (3 ranks, 1-3 cost, level 28): Critical hits deal +80% damage. Key for V.A.T.S. builds.
  • Bloody Mess (3 ranks, 1-3 cost, level 42): +15% damage, enemies may explode on death. Fun but not essential for some builds.
  • Can Do! (3 ranks, 1-3 cost, level 7): 40% chance for extra canned food in containers. Food scavenging perk.
  • Cap Collector (3 ranks, 1-3 cost, level 16): 80% chance for extra caps in containers. Boosts caps income.
  • Class Freak (3 ranks, 1-3 cost, level 46): Mutation negative effects reduced by 75%. Must-have for mutation builds.
  • Critical Savvy (3 ranks, 1-3 cost, level 44): Critical meter fills 45% slower but uses 45% less AP. V.A.T.S. efficiency.
  • Curator (1 rank, 1 cost, level 19): Bobbleheads and magazines last 2x longer. Boosts collectible benefits.
  • Dry Cleaner (3 ranks, 1-3 cost, level 30): 60% chance for extra cloth in containers. Crafting material perk.
  • Faulty Spot (3 ranks, 1-3 cost, level 38): +60% damage to enemies. Strong for Bashing Minigun or general DPS.
  • Fortune Finder (4 ranks, 1-4 cost, level 2): Hear audio cues near cap stashes, 80% chance for extra caps. Early caps perk.
  • Four Leaf Clover (3 ranks, 1-3 cost, level 29): 60% chance to fill critical meter on V.A.T.S. hit. Boosts crit frequency.
  • Good with Salt (3 ranks, 1-3 cost, level 9): Food spoils 90% slower. Great for food stockpilers.
  • Grim Reaper’s Sprint (3 ranks, 1-3 cost, level 33): V.A.T.S. kills have 35% chance to restore all AP. V.A.T.S. uptime.
  • Junk Shield (3 ranks, 1-3 cost, level 10): +30 DR and ER when carrying junk. Niche for looters.
  • Last Laugh (3 ranks, 1-3 cost, level 27): 30% chance to drop grenade when downed. Fun but risky.
  • Luck of the Draw (3 ranks, 1-3 cost, level 14): 30% chance to repair weapon when hitting enemies. Saves repair kits.
  • Lucky Break (3 ranks, 1-3 cost, level 25): 30% chance to repair armor when hit. Boosts armor durability.
  • Mysterious Savior (3 ranks, 1-3 cost, level 49): 50% chance for a stranger to revive you when downed. Solo survival perk.
  • Mysterious Stranger (3 ranks, 1-3 cost, level 26): 24% chance for a stranger to attack enemies in V.A.T.S. Fun V.A.T.S. perk.
  • Mystery Meat (3 ranks, 1-3 cost, level 12): 60% chance for extra meat in containers. Food scavenging.
  • One Gun Army (3 ranks, 1-3 cost, level 31): Heavy weapons have 12% chance to stagger/cripple. Boosts heavy gun control.
  • Pharma Farma (3 ranks, 1-3 cost, level 2): 80% chance for extra chems in containers. Early chem perk.
  • Psychopath (3 ranks, 1-3 cost, level 34): V.A.T.S. kills have 15% chance to refill critical meter. Crit-focused.
  • Quick Stash (3 ranks, 1-3 cost, level 36): 60% chance for extra ammo in containers. Ammo scavenging.
  • Ricochet (3 ranks, 1-3 cost, level 50): 18% chance to reflect ranged damage back to enemies. Fun survival perk.
  • Scrounger (3 ranks, 1-3 cost, level 3): 80% chance for extra ammo in containers. Pairs with Quick Stash.
  • Serendipity (3 ranks, 1-3 cost, level 5): Below 30% health, 45% chance to avoid damage. Low-health survival.
  • Starched Genes (2 ranks, 1-2 cost, level 30): No mutation loss from RadAway, no new mutations from radiation. Mutation must-have.
  • Storm Chaser (2 ranks, 1-2 cost, level 21): +50% health regen in rain or rad storms. Situational.
  • Super Duper (3 ranks, 1-3 cost, level 50): 30% chance to double crafted items. Key for crafting builds.
  • Woodchucker (3 ranks, 1-3 cost, level 17): Harvest 100% more wood. Resource gathering perk.

Legendary Perk Cards (Level 50+)

Unlocked at levels 50, 75, 100, 150, 200, and 300, these powerful perks don’t use S.P.E.C.I.A.L. points but have their own slots. Max rank effects listed.

  • Ammo Factory (4 ranks, level 50): Craft 150% more ammo. Must-have for ammo-heavy builds.
  • Brawling Chemist (4 ranks, level 50): Generate a random chem every 15 minutes in combat. Fun for chem users.
  • Collateral Damage (4 ranks, level 50): Enemies you kill have 20% chance to explode, dealing area damage. Great for mob fights.
  • Detoxification (4 ranks, level 50): Remove all addictions and diseases instantly (once per day). Situational.
  • Electric Absorption (4 ranks, level 50): 20% chance to heal 10% health and recharge fusion core when hit by energy damage. Power armor perk.
  • Explosive Yield (4 ranks, level 50): Explosives deal 100% more damage, 50% larger radius. For explosive builds.
  • Far-Flung Fireworks (4 ranks, level 50): Enemies you kill have 20% chance to explode in fireworks. Fun cosmetic perk.
  • Follow Through (4 ranks, level 50): Sneak attacks deal 40% more damage for 10 seconds after hitting an enemy. Stealth boost.
  • Funky Duds (4 ranks, level 50): +200 poison resistance in matching armor set. Niche for poison-heavy areas.
  • Hack and Slash (4 ranks, level 50): Melee V.A.T.S. hits have 40% chance for area damage. Melee V.A.T.S. perk.
  • Infiltrator (4 ranks, level 50): Auto-unlock level 3 terminals and locks, 75% less AP for picking. Hacking/lockpicking ease.
  • Legendary Agility (4 ranks, level 50): +1 Agility, +5 AP per rank. Boosts V.A.T.S. or stealth.
  • Legendary Charisma (4 ranks, level 50): +1 Charisma per rank. Improves team perks and trading.
  • Legendary Endurance (4 ranks, level 50): +1 Endurance, +10 health per rank. Boosts tankiness.
  • Legendary Intelligence (4 ranks, level 50): +1 Intelligence per rank. Enhances crafting/hacking.
  • Legendary Luck (4 ranks, level 50): +1 Luck per rank. Improves crits and loot.
  • Legendary Perception (4 ranks, level 50): +1 Perception per rank. Boosts rifle accuracy.
  • Legendary Strength (4 ranks, level 50): +1 Strength, +5 carry weight per rank. Enhances melee/heavy guns.
  • Master Infiltrator (4 ranks, level 50): Auto-unlock level 3 terminals/locks, no AP cost. Ultimate hacking/lockpicking.
  • Power Armor Reboot (4 ranks, level 50): 20% chance to auto-revive when downed in power armor. Power armor survival.
  • Retribution (4 ranks, level 50): When below 20% health, teammates gain 40% damage boost for 10 seconds. Team support.
  • Sizzling Style (4 ranks, level 50): +200 fire resistance in matching armor set. Niche for fire-heavy fights.
  • Survival Shortcut (4 ranks, level 50): Generate random food/drink every 15 minutes. Survival perk.
  • Taking One for the Team (4 ranks, level 50): Enemies attacking you take 40% more damage. Key for tank or team builds.
  • What Rads? (4 ranks, level 50): +300 rad resistance, heal 10 rads per second. Must-have for nuke zones.

Tips for Beginners

  • Pick a Playstyle: Focus on one weapon type (e.g., rifles, melee, heavy guns) to maximize damage perks. For example, use Commando for auto rifles or Gladiator for one-handed melee.
  • Balance Survival: Early on, grab Lead Belly, First Aid, and Rejuvenated to stay alive. Later, add Fireproof or Serendipity for tougher fights.
  • Team Play: If grouping, use Charisma perks like Inspirational or Team Medic. Share a high-cost perk (e.g., Blocker) with teammates for big benefits.
  • Crafting Setup: Swap to Intelligence perks like Gunsmith or Armorer when crafting at your C.A.M.P., then switch back to combat perks.
  • Mutations Synergy: Pair Class Freak and Starched Genes with mutations like Marsupial or Speed Demon for powerful buffs.
  • Save Perk Packs: Don’t open all packs immediately. Save some for when you know your build to avoid duplicates.
  • Level 100 Goal: By level 100, you’ll have enough cards to build a strong setup, like the Bashing Minigun RAID build. Farm XP in events like Radiation Rumble.
  • Legendary Perks: At level 50, prioritize Taking One for the Team or What Rads? for combat or nuke zone survival.

Why Perk Cards Matter

Fallout 76 Perk Cards let you customize your character for any role—sniper, tank, crafter, or team support. With over 200 regular cards and 25 Legendary Perks, you can experiment to find what fits your style. For beginners, start with versatile perks like Lone Wanderer or Inspirational, then specialize as you level up. By level 100, you’ll be ready to solo bosses or dominate team raids.

Previous articleBeelink SER8 Mini PC Deal on Amazon: Ryzen 7 Powerhouse at a Steep Discount

LEAVE A REPLY

Please enter your comment!
Please enter your name here