Every Fallout 76 perk card revealed so far

We learned a lot about how Fallout 76's perk system will work during QuakeCon 2018. At every level until level 50, you'll stick a point in one of your 'S.P.E.C.I.A.L.' stats—Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck—and pick a perk card, of which there are "hundreds" offering various buffs. After level 50, you won't be able to increase your S.P.E.C.I.A.L. stats, but you'll still get new perk cards.

Each perk will have an associated point cost, and will be linked to one S.P.E.C.I.A.L. stat. You'll only be able to equip cards up to the value of the corresponding S.P.E.C.I.A.L.: with a strength stat of three, you'll only be able to equip three one-point perk cards, for instance. You can also upgrade existing perks when you level up, ramping up their power, but also increasing their point cost. 

Up to level 10, you'll get a 'perk pack' every two levels, which will contain four random cards (plus a joke and a stick of gum), encouraging you to experiment with perks you wouldn't normally pick. The packs might give you perks that are above your current level, which will let you plan ahead. After level 10, you'll gain a pack every five levels. You'll be able to swap cards in and out when you want, so you won't be locked into any of your choices.

Since there will be hundreds of perk cards in Fallout 76, we decided to start collecting them—just like we'll do when the game launches in November.

Below you'll find every perk card we know about so far from the footage we've seen. Most have the details of the perks spelled out, though there are a few cards we currently only know the names of. As we get closer to Fallout 76's launch, we're sure to learn about new cards, and we'll update this list when we do.

Since Fallout 76 isn't out yet, the details and effects of these cards may change before launch.


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

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. Here are the Perception perk cards: 

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

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 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.  Here are the Charisma perk cards: 

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 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. Here are the Intelligence perk cards: 

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 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: Buff unknown
Gun Fu: Buff unknown
Adrenaline: Buff unknown


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. Here are the Luck perk cards:

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