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Here are the Fallout 76 perk cards revealed so far

If you are familiar with the Fallout game mechanics, you would know that stats are gauged through the games S.P.E.C.I.A.L categories. Fallout 76 sticks with it.
Fallout 76 perk cards
Fallout 76 perk cards



However, there is something new with Fallout 76's system as well. These are Perk cards that were revealed during QuakeCon 2018. The way it works is that every level until level 50, you are going to be able to allot points into your S.P.E.C.I.A.L stats which are namely Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. Now, in previous games, each of these handle different aspects of your characters abilities such as Strength affects your carry weight and melee power while Endurance handle your health and elemental resistance.

Along with a stat point, you also get a perk card that offer different buffs and effects. Bethesda boasts to have hundreds to be collected. You will then stop earning stat points after Level 50 but you can continue collecting perk cards.

You cannot equip all of your perk cards haphazardly. There is a system implemented for that. Each perk card has a point cost that will be counted against the S.P.E.C.I.A.L stat the card is assigned for. For example, if your Agility stat has 5 points in it, you can equip up to 5 one-point perk cards.

The perk cards can also be leveled up to augment its effect but it also goes up in point cost. So you will need to plan about your build and study perk card combination. A similar system is implemented in the game Warframe where mods can be equipped to different equipment but is only limited to the item's mod capacity which is tied to its rank.

Here are the Fallout 76 perk cards we know of so far according to stats:


Strength is a measure of your raw physical power. It affects how much you can carry and the damage of all melee attacks.

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 affects your awareness of nearby enemies, your ability to detect stealthy movement, and your weapon accuracy in VATS.

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:  No information yet.

Endurance is a measure of your overall physical fitness. It affects your total health, the action point drain from sprinting, and your resistance to disease.

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: No information yet.

Charisma is your ability to help and lead others. It allows you to share higher point perks and also affects your awards from group quests and prices when you barter.

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: No information yet.
Friendly Fire: No information yet.
Outlaw: No information yet.

Intelligence determines your overall mental acuity, your ability to hack terminals, the condition and durability of your crafted items, and the returns you get from scrapping.

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: No information yet.

Agility is a measure of your overall finesse and reflexes. It affects the number of action points in VATS and your ability to sneak. Here are the Agility perk cards:

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: No information yet.
Gun Fu: No information yet.
Adrenaline: No information yet.

Luck is a measure of your overall good fortune, and affects the recharge rate of critical hits as well as the condition and durability of items you loot.

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

Source: PC Gamer

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