When creating a character in Fallout 76, they can come with a variety of unique perks that set them apart from others you encounter in the game. These perks are critical to creating a powerful character set to survive the horrendous wasteland awaiting them, purely driven by survival.

The perks are broken up into unique categories determined by SPECIAL, the many attributes you can acquire in Fallout 76, and featured in other Fallout games. In this guide, we’re going to cover every perk you can get in Fallout 76 and how they work in the game.

Related: All event mutations and what they do in Fallout 76

Every Perk in Fallout 76 & How They Work

There are seven attribute categories in Fallout 76: Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. There are unique perks for each category, and you can mix and match these combinations based on your character’s attribute score.

There are over 200 perks you can unlock in Fallout 76. How you equip them to your character comes down to the value of the Perk card and the level of a character’s attribute. For example, if my character has a level 20 Strength value, the ‘S’ in SPECIAL, then I can equip the first level of the Barbarian Perk, a level 14 perk, and Traveling Pharmacy, which is a level 3 perk.

My character cannot exceed grabbing perks beyond level 20, but if my attribute score goes up, I can add more Perk cards and make more powerful combinations. This all comes down to leveling up those attributes and playing Fallout 76 more. Unfortunately, a limited number of perk points are available, forcing everyone to choose wisely for any character.

Cards with similar stats stack. For example, Gladiator increases your character’s one-handed attacks by 10%, as does Expert Gladiator. Having the base versions of these cards on your character increases their one-handed attacks by 20%.

All SPECIAL Perks in Fallout 76

Every Strength Perk in Fallout 76

These are all of the Strength perks you can pick from in Fallout 76.

Strength Perk
Perk Level
Perk Ranks
Perk Description

Bandolier
22
1 to 2
Ballistic weapon ammo weight decreases by 45%, and then 90%

Barbarian
13
1 to 3
Every point of Strength adds 2 (3, 4) damage resistance, but not when wearing Power Armor.

Basher
11
1 to 2
Gun bashing does +25% (50%) damage with a 5% (10%) chance to cripple the opponent.

Bear Arms
35
1 to 3
Heavy guns weigh 30% (60%, 90%) less

Blocker
21
1 to 3
Take 15% (30%, 45%) less damage from your opponents’ melee attacks

Bullet Shield
29
1 to 3
Gain 20 (40, 60) Damage Resistance whenever firing a Heavy Gun

Expert Gladiator
20
1 to 3
All one-handed melee weapons now do 10% (15%, 20%) more damage

Expert Heavy Gunner
40
1 to 3
Your non-explosive heavy guns do 10% (15%, 20%) more damage

Expert Shotgunner
23
1 to 3
All shotguns now do 10% (15%, 20%) more damage

Expert Slugger
24
1 to 3
All two-handed melee weapons now do 10% (15%, 20%) more damage

Full Charge
33
1 to 2
Sprinting in Power Armor now only consumes half (or zero) extra Fusion Core energy while wearing a Power Suit

Gladiator
2
1 to 3
Your one-handed melee weapons now do 10% (15%, 20%) more damage.

Heavy Gunner
30
1 to 3
Your non-explosive heavy guns now do 10% (15%, 20%) more damage

Incisor
34
1 to 3
Your melee attacks now ignore 25% (50%, 75%) of an opponent’s armor during battle

Iron Fist
5
1 to 3
All punching attacks now do 10% (15%, 20%) damage against enemies

Lock and Load
37
1 to 3
Heavy guns now reload 10% (20%, 30%) faster

Martial Artist
16
1 to 3
Your melee weapons now weigh 20% (40%, 60%) less and you can swing them 10% (20%, 30%) faster in combat

Master Gladiator
43
1 to 3
Your one-handed melee weapons now do 10% (15%, 20%) more damage.

Master Shotgunner
45
1 to 3
All shotguns now do 10% (15%, 20%) more damage

Master Slugger
48
1 to 3
All two-handed melee weapons now do 10% (15%, 20%) more damage

Ordnance Express
31
1 to 3
Explosives now weigh 30% (60%, 90%) less

Pack Rat
7
1 to 3
The weight of all junk items is reduced by 25% (50%, 75%) on your character

Pain Train
41
1 to 3
Damage (Smash, Devastate) and stagger enemies by sprinting into them while wearing Power Armor on your character

Scattershot
18
1 to 3
Shotguns now weigh 30% (60%, 90%) on your character, and you can reload them 10% (20%, 30%) faster

Shotgunner
10
1 to 3
All shotguns now do 10% (15%, 20%) more damage

Slugger
6
1 to 3
All two-handed melee weapons now do 10% (15%, 20%) more damage

Strong Back
26
1 to 4
Gain 10 (20, 30, 40) carry weight on your character

Sturdy Frame
13
1 to 2
Armor weighs 25% (50%) less on your character

Traveling Pharmacy
3
1 to 3
Weights of all Chems are reduced by 30% (60%, 90%)

Every Perception Perk in Fallout 76

These are all of the Perception Perks you can find in Fallout 76.

Perception Perk
Perk Level
Perk Ranks
Perk Description

Archer
8
1 to 3
Your bows and crossbows now do 10% (15%, 20%) more damage in combat

Awareness
27
1
You can view a target’s specific damage resistance while in the V.A.T.S menu

Bow before me

1 to 3
Your bows and crossbows ignore 12% (24%, 36%) armor and have a 3% (6%, 9%) chance to stagger an opponent

Butcher’s Bounty
3
1 to 3
There’s a 40% (60%, 80%) chance to find extra meat when searching an animal corpse after defeating them

Commando
15
1 to 3
Basic Combat Training means automatically rifles now do 10% (15%, 20%) more damage

Concentrated Fire
2
1 to 3
V.A.T.S targets limbs, and focus fire gains more accuracy and damage per shot while using it

Crack Shot
7
1 to 3
All pistols now work at 10% (20%, 30%) more range and provide more accuracy while aiming down sights

Expert Archer
20
1 to 3
Your bows and crossbows now do 10% (15%, 20%) more damage in combat

Expert Commando
25
1 to 3
Basic Combat Training means automatically rifles now do 10% (15%, 20%) more damage

Expert Rifleman
20
1 to 3
All non-automatic rifles can now do 10% (20%, 30%) more damage in combat

Exterminator
14
1 to 3
Your attacks ignore 25% (50%, 75%) of any insect in Fallout 76

Fire in the Hole
38
1 to 3
You can now see a throwing arc when tossing throwing weapons, and they fly 15% (30%, 50%) further

Fortune Finder
22
1
There is now directional audio when in range of a Caps Stash

Glow Sight
33
1 to 3
You now deal 20% (40%, 60%) damage to glowing enemies

Green Thumb
4
1
Reap twice as much when harvesting from flora

Grenadier
35
1 to 2
All explosives now detonate with a 50% (twice as much) radius after using them

Ground Pounder
18
1 to 3
Automatic rifles can now reload 10% (20%, 30%) faster and have increased hip fire accuracy

Long Shot
37
1 to 3
Your rifles have 10% (20%, 30%) more range and have increased accuracy while aiming down sights

Mater Archer
42
1 to 3
Your bows and crossbows now do 10% (15%, 20%) more damage in combat

Master Commando
45
1 to 3
Basic Combat Training means automatically rifles now do 10% (15%, 20%) more damage

Master Picklock
40
1
Gain an additional lockpicking still and the “sweet spot” is now 10% larger

Master Rifleman
42
1 to 3
All non-automatic rifles can now do 10% (20%, 30%) more damage in combat

Night Eyes
47
1
Gain night vision when sneaking around from 6 PM to 6 AM

Night Person
24
1 to 3
Gain 1 (2, 3) Intelligence and 1 (2, 3) Perception between the hours of 6 PM to 6 AM

Pannapictagraphist
12
1
You hear directional audio when in range of a Magazine

Percepti-bobble
16
1
You hear directional audio when in range of a Bobblehead

Picklock
5
1
Gain an additional lockpicking still and the “sweet spot” is now 10% larger

Refractor
32
1 to 4
Gain 10 (20, 30, 40) Energy Resistance

Rifleman
8
1 to 3
All non-automatic rifles can now do 10% (20%, 30%) more damage in combat

Skeet Shooter
10
1 to 3
Your shotguns have improved accuracy and spread

Sniper
28
1 to 3
Gain improved control and hold your breath 25% (50%, 75%) longer while aiming down scopes

Tank Killer
30
1 to 3
Your rifles and pistols ignore 12% (24%, 36%) armor and have a 3% (6%, 9%) chance to stagger

Every Endurance Perk in Fallout 76

These are all of the perks you can use in the Endurance SPECIAL category in Fallout 76.

Endurance Perk
Perk Level
Perk Ranks
Perk Description

Adamantium Skeleton
21
1 to 3
Your limb damage is reduced by 30% (60%, completely removed)

All Night Long
41
1 to 3
Hunger and Thirst grow 20% (40%, 60%) slower when it’s night

Aquaboy / Aquagirl
26
1
You no longer take Rad damage from swimming and can breathe underwater

Cannibal
15
1 to 3
Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner courses restores health and hunger

Chem Fiend
23
1 to 3
Any chems you take last for 30% (60%, 100%) longer

Chem Resistant
43
1 to 2
You’re half as likely to get addicted when consuming Chems/You are completely immune to getting chem addiction

Cola Nut
14
1 to 2
Nuka-Cola products are now twice (three times) as beneficial

Dromedary
3
1 to 3
All drinks quench thirst by an additional 25% (50%, 75%)

Fireproof
27
1 to 3
Take 15% (30%, 40%) less damage from explosions and flame attacks

Ghoulish
36
1 to 3
Raditional now regenerates your lost health

Good Doggy
8
1
Eating dog food is now three times as beneficial

Hydro Fix
11
1 to 2
Chems generate 50% (0) less thirst

Homebody
19
1 to 2
Gain more health and limb regeneration while in your camp or workshop

Iron Stomach
4
1 to 3
Your chance of catching a disease from food is reduced by 30% (60%, 90%)

Ironclad
30
1 to 5
Gain 10 (20, 30, 40, 50) Damage and Energy resistance while not wearing Power Armor

Lead Belly
2
1 to 3
You now take 30% (60%, no radiation) less radiation from eating or drinking

Life Giver
50
1 to 3
Gain a total of 15 (30, 45) maximum health

Munchy Resistance
17
1 to 2
Using chems induces 50% (no hunger) less hunger

Natural Resistance
10
1 to 3
You are 30% (60%, 90%) less likely to catch a disease from the environment

Nocturnal Fortitude
31
1 to 2
Gain 20 (40) maximum health between the hours of 6 PM to 6 AM

Photosynthetic
47
1 to 2
Gain health regen between the hours of 6 AM to 6 PM

Professional Drinker
39
1
There’s no chance you’ll get addicted to alcohol

Rad Resistant
34
1 to 4
10 (20, 30, 40) additional Radiation resistance

Radicool
38
1
The greater your rads, the greater your strength

Rejuvenated
12
1 to 2
You gain increased benefits from being Well Fed or Well Hydrated

Revenant
32
1 to 2
Gain a 25% (50%) damage bonus for two minutes when a player revives you

Slow Metabolizer
5
1 to 3
All food satisfies hunger by an additional 25% (50%, 75%)

Solar Powered
22
1 to 3
Gain 1 (2, 3), Strength and Endurance between the hours of 6 AM to 6 PM

Sun Kissed
45
1 to 2
Regen radiation damage between the hours of 6 AM to 6 PM

Thirst Quencher
6
1 to 3
Drinking any liquid has a 30% (60%, 90%) reduced chance of causing a disease

Vaccinated
16
1 to 3
The chance of catching a disease from creatures is reduced by 30% (60%, 90%)

Every Charisma Perk in Fallout 76

These are all of the Charisma Perks you can choose from in Fallout 76.

Charisma Perk
Perk Level
Perk Ranks
Perk Description

Animal Friend
30
1 to 3
Aim your gun at any Animal below your level for 25% (50%, 75%) for a chance to pacify it

Anti-Epidemic
34
1 to 2
Your disease cures have a 50% (always cure) to cure the disease on nearby teammates

Bloodsucker
11
1 to 3
Bloodpacks now satisfy third, no longer irridiate, and heal 50% (100%, 150%) more

Bodyguards
5
1 to 4
Gain 6 (8, 10, 12) Damage and energy resistance (max 18, 24, 30, 36) for each teammate, but not to you

E.M.T
9
1 to 3
Players you revive come back with health regen for 15 (30, 60) seconds

Field Surgeon
15
1
Stimpaks and Radaway will now work much more quickly

Friendly Fire
48
1 to 3
Teammates hit by your flame weapons regen their health

Happy Camper
3
1 to 2
Hunger and thirst grow 40% (80%) more when in camp or in a team workshop

Happy-Go-Lucky
17
1 to 2
Your luck is increased by 2 (3) while under the influence of alcohol

Hard Bargain
7
1 to 3
Buying and selling prices at vendors are better

Healing Hands
28
1
Players you review are cured of all Rads

Injector
19
1 to 3
Players you revive have 6 (12, 18) more action potion regen for 10 minutes

Inspirational
2
1 to 3
When you are on a team, gain 5% (10%, 15%) more XP

Lone Wanderer
4
1 to 3
When adventuring alone, take 10% (15%, 20%) less damage and gain 10% (20%, 30% more AP regen

Magnetic Personality
13
1 to 2
Gain 1 (2) Charisma for each teammate, but not yourself

Overly Generous
32
1 to 2
Rads increase your chance to inflict 25 (50% Rads with a melee attack

Party Boy/ Party Girl
24
1 to 2
The effects of alcohol are double (tripled)

Philanthropist
39
1 to 3
Restore some of your teammates hunger and thirst when you eat or drink

Quack Surgeon
22
1
Revive other players with Liquor

Rad Sponge
44
1 to 3
When affected by rads, you periodically heal 80 (140, 200) rads on a nearby teammate

Spiritual Healer
36
1 to 3
You regenerate health for 5 (7, 10) seconds after reviving another player

Squad Maneuvers
37
1 to 2
Run 10% (20%) faster when part of a team

Strange in Numbers
42
1
Positive mutation effects are 25% stronger if teammates are mutated too

Suppressor
40
1 to 3
Reduce your target’s damage output by 10% (20%, 30%) for two seconds after you attack

Team Medic
20
1 to 3
Your stimpacks now also heal nearby teammates for 50% (75%, 100%) of their strength

Tenderizer
46
1 to 3
Make your target receive 5% (7%, 10%), more damage for 5 (7, 10) seconds after you attack

Travel Agent
26
1
You pay 30% fewer Caps when fast traveling

Wasteland Whisperer
50
1 to 3
Aim your gun at a creature below your level for a 25% (50%, 75%) chance to pacify it.

Every Intelligence Perk in Fallout 76

These are all of the Intelligence-based perks you can find in Fallout 76.

Intelligence Perks
Perk Level
Perk Ranks
Perk Description

Armorer
15
1 to 3
You can craft advanced armor mods, crafting armor now costs fewer materials, and crafted armor has improved durability

Batteries Included
28
1 to 3
Energy weapon ammo weighs 30% (60%, 90%) less

Chemist
34
1
You can get double the quantity when you craft chems

Contractor
18
1 to 2
Crafting workshop items now costs 25% (50%) fewer materials

Demolition Expert
10
1 to 5
Your explosives now do 20% (30%, 40%, 50%, 60%) more damage

Expert Hacker
22
1
Gain an additional hacking skill and terminal lock-out time is reduced

First Aid
2
1 to 3
Stimpacks restore 15% (30%, 45%) more health

Fix It Good
27
1 to 3
You can repair armor and Power Armor to 130% (160%, 200%) of normal maximum condition

Gunsmith
11
1 to 5
Guns break 10% (20%, 30%, 40%, 50%) slower and can now you now craft Tier 1 (2, 3, 4, 5) guns

Hacker
4
1
Gain an additional hacking skill and terminal lock-out time is reduced

Licensed Plumber
5
1 to 3
Your pipe weapons now break 20% (40%, 60%) more slowly and are cheaper to repair

Makeshift Warrior
9
1 to 5
Melee weapons break 10% (20%, 30%, 40%, 50%) slower and can now you now craft Tier 1 (2, 3, 4, 5) melee weapons

Master Hacker
38
1
Gain an additional hacking skill and terminal lock-out time is reduced

Nerd Rage!
46
1 to 3
While below 20% health, gain 20 (30, 40) damage resist, 10% (15%, 20%) damage and 15% AP regen

Pharmacist
6
1 to 3
RadAway removes 30% (60%, twice) as much radation

Portable Power
49
1 to 3
All Power Armor parts and chassis weights are reduced by 25% (50%, 75%)

Power Smith
41
1 to 3
You can now craft advanced Power Armor mods, crafting power armor now costs fewer materials, and crafted Power Armor has improved durability

Power Patcher
44
1 to 3
Your Power ARmor breaks 20% (40%, 60%) more slowly and is cheaper to repair

Power User
50
1 to 3
Fusion Cores now last 30% (60%, twice as long) longer

Robotics Expert
48
1 to 3
Hack an enemy robot for 25% (50%, 75%) chance to pacify it

Science
20
1 to 2
You can now craft energy weapons, and you can craft Rank 1 energy mods

Science Expert
31
1 to 2
You can craft Rank 2 energy gun mods, and you can craft energy weapons at fewer costs

Science Master
43
1 to 2
You can craft rank 3 energy gun mods, and you can craft energy weapons with increased durability

Scrapper
13
1
Obtain more components when you scrap weapons and armor

Stabilized
36
1 to 3
In Power Armor, heavy guns gain more accuracy and ignore 15% (30%, 45%) armor

Weapon Artisan
40
1 to 3
You can repair any weapons to 130% (160%, 200%) of normal maximum condition

Wrecking Ball
29
1 to 3
You now deal 40% (80%, 120%) damage to workshop objects

Every Agility Perk in Fallout 76

These are all of the Agility-based perks you can find in Fallout 76.

Agility Perk
Perk Level
Perk Ranks
Perk Description

Action Boy/ Action Girl
2
1 to 3
Action Potions regenerate 15% (30%, 45%)

Adrenaline
49
1 to 5
Gain 6% (7%, 8%, 9%, 10%) damage for 30 seconds per kill, and duration refreshes with kills

Ammosmith
34
1 to 2
Produce 40% (80%) more rounds when crafting ammunition

Born Survivor
3
1 to 3
Falling below 20% (30%, 40%) health will automatically use a Stimpack, once every 20s

Covert Operative
27
1 to 3
Your ranged sneak attacks do 2.15x (2.3x, 2.5x) normal damage

Dead Man Sprinting
8
1 to 2
Sprint 10% (20%) faster at increased AP cost when your health is below 40% (50%)

Dodgy
45
1 to 3
Avoid 10% (20%, 30%) of incoming damage at the cost of 30 Action Points

Enforcer
30
1 to 3
Your shotgun gain 5% (10%, 15%) stagger chance and a 10% (20%, 30%) chance to cripple a limb

Escape Artist
35
1
Sneak to lose enemies and running no longer affects stealth to enter combat

Evasive
17
1 to 3
Earn AGI point adds 1 (2, 3) more Damage and Energy Resist 15 (30, 45)

Expert Guerrilla
25
1 to 3
Your automatic pistols now do 10% (15%, 20%) more damage

Expert Gunslinger
24
1 to 3
Your non-automatic pistols now do 10% (15%, 20%) more damage

Goat Legs
32
1 to 2
Take 40% (80%) less damage from falling

Guerrilla
10
1 to 3
Your automatic pistols now do 10% (15%, 20%) more damage

Gun Fu
50
1 to 3
V.A.T.S Swaps targets on kill with 10% damage, 20% to your next two, and then 30% to your next three targets

Gun Runner
4
1 to 2
Your running speed is increased by 10% (20%) when you have a pistol equipped

Gunslinger
6
1 to 3
Your non-automatic pistols now do 10% (15%, 20%) more damage

Home Defense
22
1 to 3
You can craft and disarm better (advanced, expert) traps and craft better (advanced, expert) turrets

Light Footed
38
1
While sneaking, you never trigger mines or floor-based traps

Marathoner
13
1 to 3
Sprinting consumes 20% (30%, 40%) fewer Action Points

Master Guerrilla
43
1 to 3
Your automatic pistols now do 10% (15%, 20%) more damage

Master Gunslinger
41
1 to 3
Your non-automatic pistols now do 10% (15%, 20%) more damage

Mister Sandman
37
1 to 2
At night your silenced weapons do an additional 25% (50%) sneak attack damage

Modern Renegade
18
1 to 3
Gain pistol hip fire accuracy and a 2% (3%, 4%) chance to cripple a limb

Moving Target
5
1 to 3
Gain 15 (30, 45) more damage and Energy Resistance while sprinting

Ninja
15
1 to 3
Your melee sneak attacks do 2.3x (2.6x, 3x) normal damage

Packin’ Light
9
1 to 3
Your pistols weigh 25% (50%, 75%) less

Secret Agent
47
1 to 3
Stealth Boys last twice (three times, four times) times as long

Sneak
20
1 to 3
You are 25% (50%, 75%) harder to detect while sneaking

Thru-Hiker
7
1 to 3
Food and drink weights are reduced by 30% (60%, 90%)

White Knight
39
1 to 3
Your armor breaks 20% (40%, 60%) more slowly and is cheaper to repair

Every Luck Perk in Fallout 76

Here are all of the Luck perks you can pick from in Fallout 76.

Luck Perk
Perk Level
Perk Ranks
Perk Description

Better Criticals
47
1 to 3
V.A.T.S. criticals now do 50% (75%, 100%) more damage

Bloody Mess
42
1 to 3
5% (10%, 15%) bonus damage means enemies may explode into gory red paste

Can Do!
7
1 o 3
40% (60%, 80%) chance to find an extra canned food when you search a food container

Cap Collector
16
1 to 3
You have a chance (better, more) bottle caps when opening a Caps Stash

Class Freak
46
1 to 3
The negative effects of your mutations are reduced by 25% (50%, 75%)

Critical Savvy
44
1 to 3
Critical Hits now only consume 85% (70%, 55%) of critical meter

Curator
19
1
The benefits of bobbleheads and magazines last twice as long

Dry Nurse
23
1
You have a 50% chance to keep your Stimpack when you revive another player

Four Leaf Clover
29
1 to 3
Each hit in V.A.T.S. has a chance to fil your Critical Meter

Good with Salt
9
1 to 3
Food in your inventory will spoil 30% (60%, 90%) slower

Grim Reaper’s Sprint
33
1 to 3
Any kill in V.A.T.S has a 15% (25%, 35%) chance to restore all Action Points

Junk Shield
10
1 to 3
Carry junk to gain up to 10 (20, 30) damage and energy resistance

Last Laugh
27
1
You drop a live grenade from your inventory when you die

Luck of the Draw
14
1 to 3
There’s a chance your weapon repairs when hitting an enemy

Lucky Break
24
1 to 3
There’s a chance your armor will repair itself when struck by an enemy

Mysterious Savior
49
1 to 3
A Mysterious Savior has the chance to appear to revive you after you’ve been downed

Mysterious Stranger
26
1 to 3
The Mysterious Stranger can appear when using V.A.T.S to give you a hand

Mystery Meat
12
1 to 3
Stimpacks have the chance to meat tissue, and if it has higher rads, it improves the chances

One Gun Army
31
1 to 3
Heavy guns gain a 4% (8%, 12%) chance to stagger and a 4% (8%, 12%) chance to cripple a limb

Pharma Farma
2
1 to 3
40% (60%, 80%) chance to find extra first aid chems when searching a Chems dispenser

Psychopath
21
1 to 3
Any kill in V.A.T.S has 5% (10%, 15%) chance to refill your critical meter

Quick Hands
40
1 to 3
Gain a 6% (12%, 18%) chance to instantly reload when your clip is empty

Ricochet
38
1 to 3
Get a 6% (12%, 18%) to deflect back some of the enemy’s ranged damage

Scrounger
3
1 to 3
40% (60%, 80%) chance to find extra amry when searching an ammo container

Serendipity
5
1 to 3
While below 35% health, gain a 15% (30%, 45%) chance to avoid damage

Starched Genes
30
1 to 2
Less chance for you to mutate from rads or from Radaway to cure mutations

Storm Chaser
35
1 to 2
Gain health regeneration when outside during a rain or Rad Storms

Super Duper
50
1 to 3
When you craft anything, there is a 10% (20%, 30%) chance you’ll get double the results

Tormentor
37
1 to 3
Your rifle attacks have a 5% (10%, 15%) chance of crippling a limb

Woodchucker
17
1
Collect twice as much from harvesting wood