Fallout 76 perks

==Overview==
Perk cards replace skills from previous titles. Each perk card costs points in its SPECIAL attribute to equip. Cards of higher rank are created by combining two identical cards of lower rank. Higher rank cards have greater effects. Players can equip multiple cards within a SPECIAL attribute so long as the total point value of the cards equipped does not exceed the attribute level. The maximum attribute level is 15 for each attribute and 56 across all SPECIALs (which averages to 8 per SPECIAL, or, at the other extreme, 3 sets of 15 and 1 of 11). Players can swap cards at any time; this can be especially useful when switching between solo and group play.
At each level-up, players can choose one SPECIAL attribute to increase as well as a new perk card (use navigation buttons to filter, by SPECIAL type, through unused perk cards). Players will also receive perk card packs at levels 4, 6, 8, and 10, and on every fifth level up afterwards. After level 50, players will continue to level up and receive card packs but cannot increase or reallocate points to any SPECIAL attribute (at least before the Locked & Loaded update that introduced the ability to modify SPECIAL points and perk card setups). Each pack contains four cards, some of which may be level-locked (These perk cards require a minimum level to be equipped and will display a padlock and the level needed to equip them). The last one will be a unique, animated foil card for the perk that is revealed.
Besides perks that have group effects, perks can be selected to be shared among team members. Each player can only choose one perk to be shared at a time, and the selected perk can be changed at any time during gameplay. However, the player must have a Charisma point level that is at least three times the rank of the perk card that is to be shared, regardless of what SPECIAL attribute the shared perk card belongs to. Shared perk cards will not stack effects if duplicates are equipped or shared.
==Notes==
* Some crafting plans require specific perks to be used.
* There are 205 unique perk cards in the launch version of the game.
* To unlock every perk and maximize them, one must reach at least level 543, excluding if the perks are attained and ranked up by perk card packs.
==Perk list==
===Strength===
Strength perks	Strength perks 	Strength perks	Strength perks	Strength perks 	Strength perks
Image 	Name 	Level 	Rank 	Description 	Form ID
 	Arms Keeper 	28 	1 	Your Rifles weigh 25% less. 	
 	Arms Keeper 	28 	2 	Your Rifles weigh 50% less. 	
 	Arms Keeper 	28 	3 	Your Rifles weigh 75% less. 	
 	Bandolier 	22 	1 	Ballistic weapon ammo weighs 45% less. 	
 	Bandolier 	22 	2 	Ballistic weapon ammo weighs 90% less. 	
 	Barbarian 	14 	1 	Every point of Strength adds +2 Damage Resist (Max 40). (No Power Armor)	
 	Barbarian 	14 	2 	Every point of Strength adds +3 Damage Resist (Max 60). (No Power Armor)	
 	Barbarian 	14 	3 	Every point of Strength adds +4 Damage Resist (Max 80). (No Power Armor)	
 	Basher 	11 	1 	Gun bashing does +25% damage with a 5% chance to cripple your opponent 	
 	Basher 	11 	2 	Gun bashing does +50% damage with a 10% chance to cripple your opponent 	
 	Bear Arms 	35 	1 	Heavy Guns weigh 30% less. 	
 	Bear Arms 	35 	2 	Heavy Guns weigh 60% less. 	
 	Bear Arms 	35 	3 	Heavy Guns weigh 90% less. 	
 	Blocker 	21 	1 	Take 15% less damage from your opponents' melee attacks. 	
 	Blocker 	21 	2 	Take 30% less damage from your opponents' melee attacks. 	
 	Blocker 	21 	3 	Take 45% less damage from your opponents' melee attacks. 	
 	Bullet Shield 	39 	1 	Gain 20 damage resistance while firing a heavy gun. 	
 	Bullet Shield 	39 	2 	Gain 40 damage resistance while firing a heavy gun. 	
 	Bullet Shield 	39 	3 	Gain 60 damage resistance while firing a heavy gun. 	
 	Expert Gladiator 	20 	1 	Your one-handed melee weapons now do +10% damage. 	
 	Expert Gladiator 	20 	2 	Your one-handed melee weapons now do +15% damage. 	
 	Expert Gladiator 	20 	3 	Your one-handed melee weapons now do +20% damage. 	
 	Expert Heavy Gunner	40 	1 	Your non-explosive heavy guns now do +10% damage. 	
 	Expert Heavy Gunner	40 	2 	Your non-explosive heavy guns now do +15% damage. 	
 	Expert Heavy Gunner	40 	3 	Your non-explosive heavy guns now do +20% damage. 	
 	Expert Shotgunner 	23 	1 	Your shotguns now do +10% damage. 	
 	Expert Shotgunner 	23 	2 	Your shotguns now do +15% damage. 	
 	Expert Shotgunner 	23 	3 	Your shotguns now do +20% damage. 	
 	Expert Slugger 	24 	1 	Your two-handed melee weapons now do +10% damage. 	
 	Expert Slugger 	24 	2 	Your two-handed melee weapons now do +15% damage. 	
 	Expert Slugger 	24 	3 	Your two-handed melee weapons now do +20% damage. 	
 	Full Charge 	33 	1 	Sprinting in Power Armor consumes half as much Fusion Core energy. 	
 	Full Charge 	33 	2 	Sprinting in Power Armor consumes no extra Fusion Core energy. 	
 	Gladiator 	2 	1 	Your one-handed melee weapons now do +10% damage. 	
 	Gladiator 	2 	2 	Your one-handed melee weapons now do +15% damage. 	
 	Gladiator 	2 	3 	Your one-handed melee weapons now do +20% damage. 	
 	Heavy Gunner 	30 	1 	Your non-explosive heavy guns now do +10% damage. 	
 	Heavy Gunner 	30 	2 	Your non-explosive heavy guns now do +15% damage. 	
 	Heavy Gunner 	30 	3 	Your non-explosive heavy guns now do +20% damage. 	
 	Incisor 	34 	1 	Your melee attacks ignore 25% of your target's armor. 	
 	Incisor 	34 	2 	Your melee attacks ignore 50% of your target's armor. 	
 	Incisor 	34 	3 	Your melee attacks ignore 75% of your target's armor. 	
 	Iron Fist 	5 	1 	Your punching attacks now do +10% damage. 	
 	Iron Fist 	5 	2 	Your punching attacks now do +15% damage. 	
 	Iron Fist 	5 	3 	Your punching attacks now do +20% damage. 	
 	Lock and Load 	37 	1 	Heavy guns reload +10% faster. 	
 	Lock and Load 	37 	2 	Heavy guns reload +20% faster. 	
 	Lock and Load 	37 	3 	Heavy guns reload +30% faster. 	
 	Martial Artist 	16 	1 	Your melee weapons weigh 20% less, and you can swing them 10% faster. 	
 	Martial Artist 	16 	2 	Your melee weapons weigh 40% less, and you can swing them 20% faster. 	
 	Martial Artist 	16 	3 	Your melee weapons weigh 60% less, and you can swing them 30% faster. 	
 	Master Gladiator 	43 	1 	Your one-handed melee weapons now do +10% damage. 	
 	Master Gladiator 	43 	2 	Your one-handed melee weapons now do +15% damage. 	
 	Master Gladiator 	43 	3 	Your one-handed melee weapons now do +20% damage. 	
 	Master Heavy Gunner	50 	1 	Your non-explosive heavy guns now do +10% damage. 	
 	Master Heavy Gunner	50 	2 	Your non-explosive heavy guns now do +15% damage. 	
 	Master Heavy Gunner	50 	3 	Your non-explosive heavy guns now do +20% damage. 	
 	Master Shotgunner 	45 	1 	Your shotguns now do +10% damage. 	
 	Master Shotgunner 	45 	2 	Your shotguns now do +15% damage. 	
 	Master Shotgunner 	45 	3 	Your shotguns now do +20% damage. 	
 	Master Slugger 	48 	1 	Your two-handed melee weapons now do +10% damage. 	
 	Master Slugger 	48 	2 	Your two-handed melee weapons now do +15% damage. 	
 	Master Slugger 	48 	3 	Your two-handed melee weapons now do +20% damage. 	
 	Ordnance Express 	31 	1 	Explosives weigh 30% less. 	
 	Ordnance Express 	31 	2 	Explosives weigh 60% less. 	
 	Ordnance Express 	31 	3 	Explosives weigh 90% less. 	
 	Pack Rat 	7 	1 	The weight of all junk items is reduced by 25%. 	
 	Pack Rat 	7 	2 	The weight of all junk items is reduced by 50%. 	
 	Pack Rat 	7 	3 	The weight of all junk items is reduced by 75%. 	
 	Pain Train 	41 	1 	Damage and stagger enemies by sprinting into them with Power Armor. 	
 	Pain Train 	41 	2 	Smash and stagger enemies by sprinting into them with Power Armor. 	
 	Pain Train 	41 	3 	Devastate and stagger enemies by sprinting into them with Power Armor. 	
 	Scattershot 	18 	1 	Shotguns now weigh 30% less and you reload them 10% faster. 	
 	Scattershot 	18 	2 	Shotguns now weigh 60% less and you reload them 20% faster. 	
 	Scattershot 	18 	3 	Shotguns now weigh 90% less and you reload them 30% faster. 	
 	Shotgunner 	10 	1 	Your shotguns now do +10% damage. 	
 	Shotgunner 	10 	2 	Your shotguns now do +15% damage. 	
 	Shotgunner 	10 	3 	Your shotguns now do +20% damage. 	
 	Slugger 	6 	1 	Your two-handed melee weapons now do +10% damage. 	
 	Slugger 	6 	2 	Your two-handed melee weapons now do +15% damage. 	
 	Slugger 	6 	3 	Your two-handed melee weapons now do +20% damage. 	
 	Strong Back 	26 	1 	Gain +10 to carry weight. 	
 	Strong Back 	26 	2 	Gain +20 to carry weight. 	
 	Strong Back 	26 	3 	Gain +30 to carry weight. 	
 	Strong Back 	26 	4 	Gain +40 to carry weight. 	
 	Sturdy Frame 	13 	1 	Armor weighs 25% less than normal. 	
 	Sturdy Frame 	13 	2 	Armor weighs 50% less than normal. 	
 	Traveling Pharmacy 	3 	1 	Weights of all Chems (including Stimpaks) are reduced by 30%. 	
 	Traveling Pharmacy 	3 	2 	Weights of all Chems (including Stimpaks) are reduced by 60%. 	
 	Traveling Pharmacy 	3 	3 	Weights of all Chems (including Stimpaks) are reduced by 90%. 	
===Perception===
Perception perks	Perception perks 	Perception perks	Perception perks	Perception perks 	Perception perks
Image 	Name 	Level 	Rank 	Description 	Form ID
 	Archer 	8 	1 	Your bows and crossbows now do +10% damage. 	
 	Archer 	8 	2 	Your bows and crossbows now do +15% damage. 	
 	Archer 	8 	3 	Your bows and crossbows now do +20% damage. 	
 	Awareness 	27 	1 	You can view a target's specific damage resistance in V.A.T.S. Cost: 2 	
 	Bow Before Me 	 	1 	Your bows and crossbows ignore 12% armor and have a 3% chance to stagger. 	
 	Bow Before Me 	 	2 	Your bows and crossbows ignore 24% armor and have a 6% chance to stagger. 	
 	Bow Before Me 	 	3 	Your bows and crossbows ignore 36% armor and have a 9% chance to stagger. 	
 	Butcher's Bounty 	3 	1 	40% chance to find an extra meat when you "Search" an animal corpse. 	
 	Butcher's Bounty 	3 	2 	60% chance to find an extra meat when you "Search" an animal corpse. 	
 	Butcher's Bounty 	3 	3 	80% chance to find an extra meat when you "Search" an animal corpse. 	
 	Commando 	15 	1 	Basic combat training means automatic rifles do +10% damage. 	
 	Commando 	15 	2 	Basic combat training means automatic rifles do +15% damage. 	
 	Commando 	15 	3 	Basic combat training means automatic rifles do +20% damage. 	
 	Concentrated Fire 	2 	1 	V.A.T.S. now targets limbs. Focus fire to gain accuracy and damage per shot. 	
 	Concentrated Fire 	2 	2 	V.A.T.S. targets limbs. Focus fire to gain more accuracy and damage per shot. 	
 	Concentrated Fire 	2 	3 	V.A.T.S. targets limbs. Focus fire to gain high accuracy and damage per shot. 	
 	Crack Shot 	7 	1 	All pistols now have 10% more range and more accuracy when sighted. 	
 	Crack Shot 	7 	2 	All pistols now have 20% more range and more accuracy when sighted. 	
 	Crack Shot 	7 	3 	All pistols now have 30% more range and more accuracy when sighted. 	
 	Expert Archer 	20 	1 	Your bows and crossbows now do +10% damage. 	
 	Expert Archer 	20 	2 	Your bows and crossbows now do +15% damage. 	
 	Expert Archer 	20 	3 	Your bows and crossbows now do +20% damage. 	
 	Expert Commando 	25 	1 	Basic combat training means automatic rifles do +10% damage. 	
 	Expert Commando 	25 	2 	Basic combat training means automatic rifles do +15% damage. 	
 	Expert Commando 	25 	3 	Basic combat training means automatic rifles do +20% damage. 	
 	Expert Picklock 	19 	1 	Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger. 	
 	Expert Rifleman 	20 	1 	Your non-automatic rifles now do +10% damage. 	
 	Expert Rifleman 	20 	2 	Your non-automatic rifles now do +15% damage. 	
 	Expert Rifleman 	20 	3 	Your non-automatic rifles now do +20% damage. 	
 	Exterminator 	14 	1 	Your attacks ignore 25% armor of any insect. 	
 	Exterminator 	14 	2 	Your attacks ignore 50% armor of any insect. 	
 	Exterminator 	14 	3 	Your attacks ignore 75% armor of any insect. 	
 	Fire in the Hole 	38 	1 	See a throwing arc when tossing thrown weapons, and they fly 15% further. 	
 	Fire in the Hole 	38 	2 	See a throwing arc when tossing thrown weapons, and they fly 30% further. 	
 	Fire in the Hole 	38 	3 	See a throwing arc when tossing thrown weapons, and they fly 50% further. 	
 	Fortune Finder 	22 	1 	You hear directional audio when in range of a Caps Stash. 	
 	Glow Sight 	33 	1 	Deal +20% damage to glowing enemies. 	
 	Glow Sight 	33 	2 	Deal +40% damage to glowing enemies. 	
 	Glow Sight 	33 	3 	Deal +60% damage to glowing enemies. 	
 	Green Thumb 	4 	1 	Reap twice as much when harvesting flora. 	
 	Grenadier 	35 	1 	Your explosives detonate with a 50% larger radius. 	
 	Grenadier 	35 	2 	Your explosives detonate with twice the radius. 	
 	Ground Pounder 	18 	1 	Automatic rifles now reload 10% faster and have better hip fire accuracy. 	
 	Ground Pounder 	18 	2 	Automatic rifles now reload 20% faster and have even better hip fire accuracy. 	
 	Ground Pounder 	18 	3 	Automatic rifles now reload 30% faster and have excellent hip fire accuracy. 	
 	Long Shot 	37 	1 	Your rifles have 10% more range and more accuracy when sighted. 	
 	Long Shot 	37 	2 	Your rifles have 20% more range and even more accuracy when sighted. 	
 	Long Shot 	37 	3 	Your rifles have 30% more range and excellent accuracy when sighted. 	
 	Master Archer 	42 	1 	Your bows and crossbows now do +10% damage. 	
 	Master Archer 	42 	2 	Your bows and crossbows now do +15% damage. 	
 	Master Archer 	42 	3 	Your bows and crossbows now do +20% damage. 	
 	Master Commando 	45 	1 	Basic combat training means automatic rifles do +10% damage. 	
 	Master Commando 	45 	2 	Basic combat training means automatic rifles do +15% damage. 	
 	Master Commando 	45 	3 	Basic combat training means automatic rifles do +20% damage. 	
 	Master Picklock 	40 	1 	Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger. 	
 	Master Rifleman 	42 	1 	Your non-automatic rifles now do +10% damage. 	
 	Master Rifleman 	42 	2 	Your non-automatic rifles now do +15% damage. 	
 	Master Rifleman 	42 	3 	Your non-automatic rifles now do +20% damage. 	
 	Night Eyes 	47 	1 	Gain Night Vision while sneaking between 6:00 p.m. and 6:00 a.m. Cost: 2 	
 	Night Person 	24 	1 	Gain +1 Intelligence and +1 Perception between the hours of 6:00 p.m. and 6:00 a.m. 	
 	Night Person 	24 	2 	Gain +2 Intelligence and +2 Perception between the hours of 6:00 p.m. and 6:00 a.m. 	
 	Night Person 	24 	3 	Gain +3 Intelligence and +3 Perception between the hours of 6:00 p.m. and 6:00 a.m. 	
 	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 +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger. 	
 	Refractor 	32 	1 	Gain +10 Energy Resistance. 	
 	Refractor 	32 	2 	You now gain +20 Energy Resistance. 	
 	Refractor 	32 	3 	You now gain +30 Energy Resistance. 	
 	Refractor 	32 	4 	You now gain +40 Energy Resistance. 	
 	Rifleman 	8 	1 	Your non-automatic rifles now do +10% damage. 	
 	Rifleman 	8 	2 	Your non-automatic rifles now do +15% damage. 	
 	Rifleman 	8 	3 	Your non-automatic rifles now do +20% damage. 	
 	Skeet Shooter 	10 	1 	Your shotguns have improved accuracy and spread 	
 	Skeet Shooter 	10 	2 	Your shotguns have even better accuracy and spread 	
 	Skeet Shooter 	10 	3 	Your shotguns have excellent accuracy and spread 	
 	Sniper 	28 	1 	Gain improved control and hold your breath 25% longer while aiming scopes. Improved focus and better sighted accuracy.	
 	Sniper 	28 	2 	Gain improved control and hold your breath 50% longer while aiming scopes. 	
 	Sniper 	28 	3 	Gain improved control and hold your breath 75% longer while aiming scopes. 	
 	Tank Killer 	30 	1 	Your rifles and pistols ignore 12% armor and have a 3% chance to stagger. 	
 	Tank Killer 	30 	2 	Your rifles and pistols ignore 24% armor and have a 6% chance to stagger. 	
 	Tank Killer 	30 	3 	Your rifles and pistols ignore 36% armor and have a 9% chance to stagger. 	
===Endurance===
Endurance perks	Endurance perks 	Endurance perks	Endurance perks	Endurance perks 	Endurance perks
Image 	Name 	Level 	Rank 	Description 	Form ID
 	Adamantium Skeleton 	21 	1 	Your limb damage is now reduced by 30%. 	
 	Adamantium Skeleton 	21 	2 	Your limb damage is now reduced by 60%. 	
 	Adamantium Skeleton 	21 	3 	Your limb damage is completely eliminated. 	
 	All Night Long 	41 	1 	Hunger and thirst grow 20% more slowly at night. 	
 	All Night Long 	41 	2 	Hunger and thirst grow 40% more slowly at night. 	
 	All Night Long 	41 	3 	Hunger and thirst grow 60% more slowly at night. 	
 	Aquaboy/Aquagirl 	26 	1 	You no longer take Rad damage from swimming and can breathe underwater. 	
 	Cannibal 	15 	1 	Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores Health and hunger. 	
 	Cannibal 	15 	2 	Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores more Health and hunger. 	
 	Cannibal 	15 	3 	Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores even more Health and hunger.	
 	Chem Fiend 	23 	1 	Any chems you take last 30% longer. 	
 	Chem Fiend 	23 	2 	Any chems you take last 60% longer. 	
 	Chem Fiend 	23 	3 	Any chems you take last 100% longer. 	
 	Chem Resistant 	43 	1 	You're half as likely to get addicted when consuming Chems. 	
 	Chem Resistant 	43 	2 	You gain complete immunity to chem addiction. 	
 	Cola Nut 	14 	1 	Nuka-Cola products are now twice as beneficial. 	
 	Cola Nut 	14 	2 	Nuka-Cola products are now three times as beneficial. 	
 	Dromedary 	3 	1 	All drinks quench thirst by an additional 25%. 	
 	Dromedary 	3 	2 	All drinks quench thirst by an additional 50%. 	
 	Dromedary 	3 	3 	All drinks quench thirst by an additional 75%. 	
 	Fireproof 	27 	1 	Take 15% less damage from explosions and flame attacks. 	
 	Fireproof 	27 	2 	Take 30% less damage from explosions and flame attacks. 	
 	Fireproof 	27 	3 	Take 45% less damage from explosions and flame attacks. 	
 	Ghoulish 	36 	1 	Radiation now regenerates your lost Health. 	
 	Ghoulish 	36 	2 	Radiation now regenerates more of your lost Health. 	
 	Ghoulish 	36 	3 	Radiation now regenerates even more of your lost Health! 	
 	Good Doggy 	8 	1 	Eating dog food is now three times as beneficial. 	
 	Hydro Fix 	11 	1 	Chems generate 50% less thirst 	
 	Hydro Fix 	11 	2 	Chems no longer generate thirst 	
 	Homebody 	19 	1 	Gain gradual health regeneration while in your camp or workshop. 	
 	Homebody 	19 	2 	Gain improved health and limb regeneration while in your camp or workshop. 	
 	Iron Stomach 	4 	1 	Your chance to catch a disease from food is reduced by 30%. 	
 	Iron Stomach 	4 	2 	Your chance to catch a disease from food is reduced by 60%. 	
 	Iron Stomach 	4 	3 	Your chance to catch a disease from food is reduced by 90%. 	
 	Ironclad 	30 	1 	Gain 10 Damage and Energy Resistance while not wearing Power Armor. 	
 	Ironclad 	30 	2 	Gain 20 Damage and Energy Resistance while not wearing Power Armor. 	
 	Ironclad 	30 	3 	Gain 30 Damage and Energy Resistance while not wearing Power Armor. 	
 	Ironclad 	30 	4 	Gain 40 Damage and Energy Resistance while not wearing Power Armor. 	
 	Ironclad 	30 	5 	Gain 50 Damage and Energy Resistance while not wearing Power Armor. 	
 	Lead Belly 	2 	1 	You take 30% less radiation from eating or drinking. 	
 	Lead Belly 	2 	2 	You take 60% less radiation from eating or drinking. 	
 	Lead Belly 	2 	3 	You take no radiation from eating or drinking. 	
 	Life Giver 	50 	1 	Gain a total of +15 to your maximum Health. Cost: 2 	
 	Life Giver 	50 	2 	Gain a total of +30 to your maximum Health. Cost: 3 	
 	Life Giver 	50 	3 	Gain a total of +45 to your maximum Health. Cost: 4 	
 	Munchy Resistance 	17 	1 	Using chems induces 50% less hunger. 	
 	Munchy Resistance 	17 	2 	Chems now never induce hunger. 	
 	Natural Resistance 	10 	1 	You are 30% less likely to catch a disease from the environment 	
 	Natural Resistance 	10 	2 	You are 60% less likely to catch a disease from the environment 	
 	Natural Resistance 	10 	3 	You are 90% less likely to catch a disease from the environment 	
 	Nocturnal Fortitude 	31 	1 	Gain +20 to Max Health between the hours of 6 p.m. and 6 a.m. 	
 	Nocturnal Fortitude 	31 	2 	Gain +40 to Max Health between the hours of 6 p.m. and 6 a.m. 	
 	Photosynthetic 	47 	1 	Gain health regen between the hours of 6 a.m. and 6 p.m. 	
 	Photosynthetic 	47 	2 	Gain improved Health regen between the hours of 6 a.m. and 6 p.m. 	
 	Professional Drinker	39 	1 	There's no chance you'll get addicted to alcohol. Cost: 3 	
 	Rad Resistant 	34 	1 	+10 Radiation Resistance. 	
 	Rad Resistant 	34 	2 	+20 Radiation Resistance. 	
 	Rad Resistant 	34 	3 	+30 Radiation Resistance. 	
 	Rad Resistant 	34 	4 	+40 Radiation Resistance. 	
 	Radicool 	38 	1 	The greater your rads, the greater your strength! (+5 Max) 	
 	Rejuvenated 	12 	1 	You gain increased benefit from being Well Fed or Well Hydrated. 	
 	Rejuvenated 	12 	2 	You gain much increased benefit from being Well Fed or Well Hydrated. 	
 	Revenant 	32 	1 	Gain +25% damage bonus for 2 minutes when a player revives you. 	
 	Revenant 	32 	2 	Gain +50% damage bonus for 2 minutes when a player revives you. 	
 	Slow Metabolizer 	5 	1 	All food satisfies hunger by an additional 25%. 	
 	Slow Metabolizer 	5 	2 	All food satisfies hunger by an additional 50%. 	
 	Slow Metabolizer 	5 	3 	All food satisfies hunger by an additional 75%. 	
 	Solar Powered 	22 	1 	Gain +1 to STR and END between the hours of 6:00 a.m. and 6:00 p.m. 	
 	Solar Powered 	22 	2 	Gain +2 to STR and END between the hours of 6:00 a.m. and 6:00 p.m. 	
 	Solar Powered 	22 	3 	Gain +3 to STR and END between the hours of 6:00 a.m. and 6:00 p.m. 	
 	Sun Kissed 	45 	1 	Slowly regen radiation damage between the hours of 6 a.m. and 6 p.m. 	
 	Sun Kissed 	45 	2 	Quickly regen radiation damage between the hours of 6 a.m. and 6 p.m. 	
 	Thirst Quencher 	6 	1 	Drinking any liquid has a 30% reduced chance to cause disease. 	
 	Thirst Quencher 	6 	2 	Drinking any liquid has a 60% reduced chance to cause disease. 	
 	Thirst Quencher 	6 	3 	Drinking any liquid has a 90% reduced chance to cause disease. 	
 	Vaccinated 	16 	1 	Chance of catching a disease from creatures is reduced by 30% 	
 	Vaccinated 	16 	2 	Chance of catching a disease from creatures is reduced by 60% 	
 	Vaccinated 	16 	3 	Chance of catching a disease from creatures is reduced by 90% 	
===Charisma===
Charisma perks	Charisma perks 	Charisma perks	Charisma perks	Charisma perks 	Charisma perks
Image 	Name 	Level 	Rank 	Description 	Form ID
 	Animal Friend 	30 	1 	Aim your gun at any Animal below your level for a 25% chance to pacify it. 	
 	Animal Friend 	30 	2 	Aim your gun at any Animal below your level for a 50% chance to pacify it. 	
 	Animal Friend 	30 	3 	Aim your gun at any Animal below your level for a 75% chance to pacify it. 	
 	Anti-Epidemic 	34 	1 	Your disease cures have a 50% chance to cure a disease on nearby teammates. 	
 	Anti-Epidemic 	34 	2 	Your disease cures always cure a disease from nearby teammates too. 	
 	Bloodsucker 	11 	1 	Bloodpacks now satisfy thirst, no longer irradiate, and heal 50% more. 	
 	Bloodsucker 	11 	2 	Bloodpacks satisfy more thirst, no longer irradiate, and heal 100% more. 	
 	Bloodsucker 	11 	3 	Bloodpacks greatly satisfy thirst, no longer irradiate, and heal 150% more. 	
 	Bodyguards 	5 	1 	Gain 6 Damage & Energy Resist(max 18) for each teammate, excluding you. 	
 	Bodyguards 	5 	2 	Gain 8 Damage & Energy Resist(max 24) for each teammate, excluding you. 	
 	Bodyguards 	5 	3 	Gain 10 Damage & Energy Resist (max 30) for each teammate, excluding you. 	
 	Bodyguards 	5 	4 	Gain 12 Damage & Energy Resist (max 36) for each teammate, excluding you. 	
 	E.M.T. 	9 	1 	Players you revive come back with health regen for 15 seconds. 	
 	E.M.T. 	9 	2 	Players you revive come back with improved health regen for 30 seconds. 	
 	E.M.T. 	9 	3 	Players you revive come back with high health regen for 60 seconds. 	
 	Field Surgeon 	15 	1 	Stimpaks and RadAway will now work much more quickly. Cost: 2 	
 	Friendly Fire 	48 	1 	Teammates hit by your flame weapons regen health briefly. (No Molotov) 	
 	Friendly Fire 	48 	2 	Teammates hit by your flame weapons regen more health briefly. (No Molotov) 	
 	Friendly Fire 	48 	3 	Teammates hit by your flame weapons regen even more health. (No Molotov) 	
 	Happy Camper 	3 	1 	Hunger and thirst grow 40% more slowly when in camp or in a team workshop 	
 	Happy Camper 	3 	2 	Hunger and thirst grow 80% more slowly when in camp or in a team workshop 	
 	Happy-Go-Lucky 	17 	1 	Your Luck is increased by 2 while under the influence of alcohol. 	
 	Happy-Go-Lucky 	17 	2 	Your Luck is increased by 3 while under the influence of alcohol. 	
 	Hard Bargain 	7 	1 	Buying and selling prices at vendors are better. 	
 	Hard Bargain 	7 	2 	Buying and selling prices at vendors are even better. 	
 	Hard Bargain 	7 	3 	Buying and selling prices at vendors are now much better. 	
 	Healing Hands 	28 	1 	Players you revive are cured of all Rads. 	
 	Injector 	19 	1 	Players you revive have +6 Action Point regen for 10 minutes. 	
 	Injector 	19 	2 	Players you revive have +12 Action Point regen for 10 minutes. 	
 	Injector 	19 	3 	Players you revive have +18 Action Point regen for 10 minutes. 	
 	Inspirational 	2 	1 	When you are on a team, gain 5% more XP. 	
 	Inspirational 	2 	2 	When you are on a team, gain 10% more XP. 	
 	Inspirational 	2 	3 	When you are on a team, gain 15% more XP. 	
 	Lone Wanderer 	4 	1 	When adventuring alone, take 10% less damage and gain 10% AP regen. Cost: 2 	
 	Lone Wanderer 	4 	2 	When adventuring alone, take 15% less damage and gain 20% AP regen. Cost: 3 	
 	Lone Wanderer 	4 	3 	When adventuring alone, take 20% less damage and gain 30% AP regen. Cost: 4 	
 	Magnetic Personality	13 	1 	Gain 1 Charisma for each teammate, excluding yourself. 	
 	Magnetic Personality	13 	2 	Gain 2 Charisma for each teammate, excluding yourself. 	
 	Overly Generous 	32 	1 	Rads increase your chance to inflict 25 rads with a melee attack 	
 	Overly Generous 	32 	2 	Rads increase your chance to inflict 50 rads with a melee attack 	
 	Party Girl/Party Boy	24 	1 	The effects of alcohol are doubled. Cost: 2 	
 	Party Girl/Party Boy	24 	2 	The effects of alcohol are tripled. Cost: 3 	
 	Philanthropist 	39 	1 	Restore some of your teammates hunger and thirst when you eat or drink. 	
 	Philanthropist 	39 	2 	Restore more of your teammates hunger and thirst when you eat or drink. 	
 	Philanthropist 	39 	3 	Restore much more of your teammates hunger and thirst when you eat or drink. 	
 	Quack Surgeon 	22 	1 	Revive other players with liquor! 	
 	Rad Sponge 	44 	1 	When affected by rads, you periodically heal 80 rads on nearby teammates. 	
 	Rad Sponge 	44 	2 	When affected by rads, you periodically heal 140 rads on nearby teammates. 	
 	Rad Sponge 	44 	3 	When affected by rads, you periodically heal 200 rads on nearby teammates. 	
 	Spiritual Healer 	36 	1 	You regenerate health for 5 seconds after reviving another player. 	
 	Spiritual Healer 	36 	2 	You regenerate more health for 7 seconds after reviving another player. 	
 	Spiritual Healer 	36 	3 	You regenerate even more health for 10 seconds after reviving another player.	
 	Squad Maneuvers 	37 	1 	Run 10% faster when part of a team. 	
 	Squad Maneuvers 	37 	2 	Run 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 	Reduce your target's damage output by 10% for 2 seconds after you attack. 	
 	Suppressor 	40 	2 	Reduce your target's damage output by 20% for 2 seconds after you attack. 	
 	Suppressor 	40 	3 	Reduce your target's damage output by 30% for 2 seconds after you attack. 	
 	Team Medic 	20 	1 	Your stimpaks now also heal your teammates for half the normal strength. 	
 	Team Medic 	20 	2 	Your stimpaks now also heal nearby teammates for 75% of normal strength. 	
 	Team Medic 	20 	3 	Your stimpaks now also heal nearby teammates for their full strength. 	
 	Tenderizer 	46 	1 	Make your target receive 5% more damage for 5 seconds after you attack. 	
 	Tenderizer 	46 	2 	Make your target receive 7% more damage for 7 seconds after you attack. 	
 	Tenderizer 	46 	3 	Make your target receive 10% more damage for 10 seconds after you attack. 	
 	Travel Agent 	26 	1 	You pay 30% fewer Caps when Fast Traveling. 	
 	Wasteland Whisperer 	50 	1 	Aim your gun a creature below your level for a 25% chance to pacify it. 	
 	Wasteland Whisperer 	50 	2 	Aim your gun a creature below your level for a 50% chance to pacify it. 	
 	Wasteland Whisperer 	50 	3 	Aim your gun a creature below your level for a 75% chance to pacify it. 	
===Intelligence===
Intelligence perks	Intelligence perks	Intelligence perks	Intelligence perks	Intelligence perks 	Intelligence perks
Image 	Name 	Level 	Rank 	Description 	Form ID
 	Armorer 	15 	1 	You can now craft advanced armor mods. (Plans Required) 	
 	Armorer 	15 	2 	Crafting armor now costs fewer materials. 	
 	Armorer 	15 	3 	Your crafted armor has improved durability. 	
 	Batteries Included	28 	1 	Energy weapon ammo weighs 30% less. 	
 	Batteries Included	28 	2 	Energy weapon ammo weighs 60% less. 	
 	Batteries Included	28 	3 	Energy weapon ammo weighs 90% less. 	
 	Chemist 	34 	1 	You get double the quantity when you craft chems! 	
 	Contractor 	18 	1 	Crafting workshop items now costs 25% fewer materials. 	
 	Contractor 	18 	2 	Crafting workshop items now costs 50% fewer materials. 	
 	Demolition Expert 	10 	1 	Your explosives do +20% damage 	
 	Demolition Expert 	10 	2 	Your explosives do +30% damage 	
 	Demolition Expert 	10 	3 	Your explosives do +40% damage 	
 	Demolition Expert 	10 	4 	Your explosives do +50% damage 	
 	Demolition Expert 	10 	5 	Your explosives do +60% damage 	
 	Expert Hacker 	22 	1 	Gain +1 hacking skill, and terminal lock-out time is reduced. 	
 	First Aid 	2 	1 	Stimpaks restore 15% more lost Health. 	
 	First Aid 	2 	2 	Stimpaks restore 30% more lost Health. 	
 	First Aid 	2 	3 	Stimpaks restore 45% more lost Health. 	
 	Fix It Good 	27 	1 	You can repair armor and Power Armor to 130% of normal maximum condition. 	
 	Fix It Good 	27 	2 	You can repair armor and Power Armor to 160% of normal maximum condition. 	
 	Fix It Good 	27 	3 	You can repair armor and Power Armor to 200% of normal maximum condition. 	
 	Gunsmith 	11 	1 	Guns break 10% slower and you can now craft Tier 1 guns (Plans required). 	
 	Gunsmith 	11 	2 	Guns break 20% slower and you can now craft Tier 2 guns (Plans required). 	
 	Gunsmith 	11 	3 	Guns break 30% slower and you can now craft Tier 3 guns (Plans required). 	
 	Gunsmith 	11 	4 	Guns break 40% slower and you can now craft Tier 4 guns (Plans required). 	
 	Gunsmith 	11 	5 	Guns break 50% slower and you can now craft Tier 5 guns (Plans required). 	
 	Hacker 	4 	1 	Gain +1 hacking skill, and terminal lock-out time is reduced. 	
 	Licensed Plumber 	5 	1 	Your pipe weapons break 20% more slowly and are cheaper to repair. 	
 	Licensed Plumber 	5 	2 	Your pipe weapons break 40% more slowly and are cheaper to repair. 	
 	Licensed Plumber 	5 	3 	Your pipe weapons break 60% more slowly and are cheaper to repair. 	
 	Makeshift Warrior 	9 	1 	Melee weapons break 20% slower and you can craft Tier 1 melee weapons. (Plans required)	
 	Makeshift Warrior 	9 	2 	Melee weapons break 35% slower and you can craft Tier 2 melee weapons. (Plans required)	
 	Makeshift Warrior 	9 	3 	Melee weapons break 50% slower and you can craft Tier 3 melee weapons. (Plans required)	
 	Makeshift Warrior 	9 	4 	Melee weapons break 65% slower and you can craft Tier 4 melee weapons. (Plans required)	
 	Makeshift Warrior 	9 	5 	Melee weapons break 80% slower and you can craft Tier 5 melee weapons. (Plans required)	
 	Master Hacker 	38 	1 	Gain +1 hacking skill, and terminal lock-out time is reduced. 	
 	Nerd Rage! 	46 	1 	While below 20% Health, gain 20 Damage Resist, 10% damage and 15% AP regen. 	
 	Nerd Rage! 	46 	2 	While below 20% Health, gain 30 Damage Resist, 15% damage and 15% AP regen. 	
 	Nerd Rage! 	46 	3 	While below 20% Health, gain 40 Damage Resist, 20% damage and 15% AP regen. 	
 	Pharmacist 	6 	1 	RadAway removes 30% more radiation. 	
 	Pharmacist 	6 	2 	RadAway removes 60% more radiation. 	
 	Pharmacist 	6 	3 	RadAway removes twice as much radiation. 	
 	Portable Power 	49 	1 	All Power Armor parts and chassis weights are reduced by 25%. 	
 	Portable Power 	49 	2 	All Power Armor parts and chassis weights are reduced by 50%. 	
 	Portable Power 	49 	3 	All Power Armor parts and chassis weights are reduced by 75%. 	
 	Power Smith 	41 	1 	You can now craft advanced Power Armor mods. (Plans required) 	
 	Power Smith 	41 	2 	Crafting Power Armor now cost fewer materials. 	
 	Power Smith 	41 	3 	Your crafted Power Armor now has improved durability. 	
 	Power Patcher 	44 	1 	Your Power Armor breaks 20% more slowly and is cheaper to repair. 	
 	Power Patcher 	44 	2 	Your Power Armor breaks 40% more slowly and is cheaper to repair. 	
 	Power Patcher 	44 	3 	Your Power Armor breaks 60% more slowly and is cheaper to repair. 	
 	Power User 	50 	1 	Fusion Cores now last 30% longer. 	
 	Power User 	50 	2 	Fusion Cores now last 60% longer. 	
 	Power User 	50 	3 	Fusion Core duration is now doubled. 	
 	Robotics Expert 	48 	1 	Hack an enemy robot for a 25% chance to pacify it. 	
 	Robotics Expert 	48 	2 	Hack an enemy robot for a 50% chance to pacify it. 	
 	Robotics Expert 	48 	3 	Hack an enemy robot for a 75% chance to pacify it. 	
 	Science 	20 	1 	You can craft energy weapons, energy damage gains +5% bonus. (Plans required) 	
 	Science 	20 	2 	Craft Rank 1 energy weapons mods, energy damage gains +10% bonus. (Plans required) 	
 	Science Expert 	31 	1 	Craft Rank 2 energy weapons mods, energy damage gains +5% bonus. (Plans required) 	
 	Science Expert 	31 	2 	Crafting energy guns cost fewer materials and energy damage gains +10% bonus. 	
 	Science Master 	43 	1 	Craft Rank 3 energy weapons mods, energy damage gains +5% bonus. (Plans required) 	
 	Science Master 	43 	2 	Crafted energy guns have improved durability and energy damage gains +10% bonus. 	
 	Scrapper 	13 	1 	Obtain more components when you scrap weapons and armor. 	
 	Stabilized 	36 	1 	In Power Armor, heavy guns gain more accuracy and ignore 15% armor. 	
 	Stabilized 	36 	2 	In Power Armor, heavy guns gain even more accuracy and ignore 30% armor. 	
 	Stabilized 	36 	3 	In Power Armor, heavy guns gain excellent accuracy and ignore 45% armor. 	
 	Stable Tools 	39 	1 	Automatic melee weapons break 10% slower. 	
 	Stable Tools 	39 	2 	Automatic melee weapons break 25% slower. 	
 	Stable Tools 	39 	3 	Automatic melee weapons break 40% slower. 	
 	Weapon Artisan 	40 	1 	You can repair any weapon to 130% of normal maximum condition. 	
 	Weapon Artisan 	40 	2 	You can repair any weapon to 160% of normal maximum condition. 	
 	Weapon Artisan 	40 	3 	You can repair any weapon to 200% of normal maximum condition. 	
 	Wrecking Ball 	29 	1 	You deal +40% damage to workshop objects. 	
 	Wrecking Ball 	29 	2 	You deal +80% damage to workshop objects. 	
 	Wrecking Ball 	29 	3 	You deal +120% damage to workshop objects. 	
===Agility===
Agility perks	Agility perks 	Agility perks	Agility perks	Agility perks 	Agility perks
Image 	Name 	Level 	Rank 	Description 	Form ID
 	Action Boy/Action Girl	2 	1 	Action points regenerate 15% faster. 	
 	Action Boy/Action Girl	2 	2 	Action points regenerate 30% faster. 	
 	Action Boy/Action Girl	2 	3 	Action points regenerate 45% faster. 	
 	Adrenaline 	49 	1 	Gain +6% (max 36%) damage for 30s per kill. Duration refreshes with kills. 	
 	Adrenaline 	49 	2 	Gain +7% (max 42%) damage for 30s per kill. Duration refreshes with kills. 	
 	Adrenaline 	49 	3 	Gain +8% (max 48%) damage for 30s per kill. Duration refreshes with kills. 	
 	Adrenaline 	49 	4 	Gain +9% (max 54%) damage for 30s per kill. Duration refreshes with kills. 	
 	Adrenaline 	49 	5 	Gain +10% (max 60%) damage for 30s per kill. Duration refreshes with kills. 	
 	Ammosmith 	34 	1 	Produce 40% more rounds when crafting ammunition. 	
 	Ammosmith 	34 	2 	Produce 80% more rounds when crafting ammunition. 	
 	Born Survivor 	3 	1 	Falling below 20% health will automatically use a Stimpak, once every 20s. 	
 	Born Survivor 	3 	2 	Falling below 30% health will automatically use a Stimpak, once every 20s. 	
 	Born Survivor 	3 	3 	Falling below 40% health will automatically use a Stimpak, once every 20s. 	
 	Covert Operative 	27 	1 	Your ranged sneak attacks do 2.15x normal damage. 	
 	Covert Operative 	27 	2 	Your ranged sneak attacks do 2.3x normal damage. 	
 	Covert Operative 	27 	3 	Your ranged sneak attacks do 2.5x normal damage. 	
 	Dead Man Sprinting 	8 	1 	Sprint 10% faster at increased AP cost when your health is below 40%. 	
 	Dead Man Sprinting 	8 	2 	Sprint 20% faster at increased AP cost when your health is below 50%. 	
 	Dodgy 	45 	1 	Avoid 10% of incoming damage at the cost of 30 Action Points per hit. 	
 	Dodgy 	45 	2 	Avoid 20% of incoming damage at the cost of 30 Action Points per hit. 	
 	Dodgy 	45 	3 	Avoid 30% of incoming damage at the cost of 30 Action Points per hit. 	
 	Enforcer 	30 	1 	Your shotguns gain a 5% stagger chance and a 10% chance to cripple a limb. 	
 	Enforcer 	30 	2 	Your shotguns gain a 10% stagger chance and a 20% chance to cripple a limb. 	
 	Enforcer 	30 	3 	Your shotguns gain a 15% stagger chance and a 30% chance to cripple a limb. 	
 	Escape Artist 	35 	1 	Sneak to lose enemies, and running no longer affects stealth. 	
 	Evasive 	17 	1 	Each AGI point adds +1 Damage and Energy Resist (Max 15). (No Power Armor) 	
 	Evasive 	17 	2 	Each AGI point adds +2 Damage and Energy Resist (Max 30). (No Power Armor) 	
 	Evasive 	17 	3 	Each AGI point adds +3 Damage and Energy Resist (Max 45). (No Power Armor) 	
 	Expert Guerrilla 	25 	1 	Your automatic pistols now do +10% damage 	
 	Expert Guerrilla 	25 	2 	Your automatic pistols now do +15% damage 	
 	Expert Guerrilla 	25 	3 	Your automatic pistols now do +20% damage 	
 	Expert Gunslinger 	24 	1 	Your non-automatic pistols now do +10% damage. 	
 	Expert Gunslinger 	24 	2 	Your non-automatic pistols now do +15% damage. 	
 	Expert Gunslinger 	24 	3 	Your non-automatic pistols now do +20% damage. 	
 	Goat Legs 	32 	1 	Take 40% less damage from falling. 	
 	Goat Legs 	32 	2 	Take 80% less damage from falling. 	
 	Guerrilla 	10 	1 	Your automatic pistols now do +10% damage 	
 	Guerrilla 	10 	2 	Your automatic pistols now do +15% damage 	
 	Guerrilla 	10 	3 	Your automatic pistols now do +20% damage 	
 	Gun Fu 	50 	1 	V.A.T.S. swaps targets on kill with +10% damage to your next target. 	
 	Gun Fu 	50 	2 	V.A.T.S. swaps targets on kill with +10% then 30% damage to your next 2 targets. 	
 	Gun Fu 	50 	3 	V.A.T.S. swaps targets on kill with +10%, 30%, then 60% damage to your next 3 targets.	
 	Gun Runner 	4 	1 	Your running speed is increased by 10% when you have a pistol equipped 	
 	Gun Runner 	4 	2 	Your running speed is increased by 20% when you have a pistol equipped 	
 	Gunslinger 	6 	1 	Your non-automatic pistols now do +10% damage. 	
 	Gunslinger 	6 	2 	Your non-automatic pistols now do +15% damage. 	
 	Gunslinger 	6 	3 	Your non-automatic pistols now do +20% damage. 	
 	Home Defense 	22 	1 	You can craft and disarm better traps and craft better turrets. (Plans required) 	
 	Home Defense 	22 	2 	You can craft and disarm advanced traps and craft advanced turrets. (Plans required) 	
 	Home Defense 	22 	3 	You can craft and disarm expert traps and craft expert turrets. (Plans required) 	
 	Light Footed 	38 	1 	While sneaking, you never trigger mines or floor-based traps. 	
 	Marathoner 	13 	1 	Sprinting consumes 20% fewer Action Points. (No Power Armor) 	
 	Marathoner 	13 	2 	Sprinting consumes 30% fewer Action Points. (No Power Armor) 	
 	Marathoner 	13 	3 	Sprinting consumes 40% fewer Action Points. (No Power Armor) 	
 	Master Guerrilla 	43 	1 	Your automatic pistols now do +10% damage 	
 	Master Guerrilla 	43 	2 	Your automatic pistols now do +15% damage 	
 	Master Guerrilla 	43 	3 	Your automatic pistols now do +20% damage 	
 	Master Gunslinger 	41 	1 	Your non-automatic pistols now do +10% damage. 	
 	Master Gunslinger 	41 	2 	Your non-automatic pistols now do +15% damage. 	
 	Master Gunslinger 	41 	3 	Your non-automatic pistols now do +20% damage. 	
 	Mister Sandman 	37 	1 	At night your silenced weapons do an additional 25% sneak attack damage. 	
 	Mister Sandman 	37 	2 	At night your silenced weapons do an additional 50% sneak attack damage. 	
 	Modern Renegade 	18 	1 	Gain Pistol hip fire accuracy and a +2% chance to cripple a limb. 	
 	Modern Renegade 	18 	2 	Gain more Pistol hip fire accuracy and a +3% chance to cripple a limb. 	
 	Modern Renegade 	18 	3 	Gain excellent Pistol hip fire accuracy and a +4% chance to cripple a limb. 	
 	Moving Target 	5 	1 	Gain +15 Damage and Energy Resistance while sprinting. (No Power Armor) 	
 	Moving Target 	5 	2 	Gain +30 Damage and Energy Resistance while sprinting. (No Power Armor) 	
 	Moving Target 	5 	3 	Gain +45 Damage and Energy Resistance while sprinting. (No Power Armor) 	
 	Ninja 	15 	1 	Sneak attacks with melee weapons do an additional 30% sneak attack damage. 	
 	Ninja 	15 	2 	Sneak attacks with melee weapons do an additional 60% sneak attack damage. 	
 	Ninja 	15 	3 	Sneak attacks with melee weapons do an additional 90% sneak attack damage. 	
 	Packin' Light 	9 	1 	Your pistols weigh 25% less. 	
 	Packin' Light 	9 	2 	Your pistols weigh 50% less. 	
 	Packin' Light 	9 	3 	Your pistols weigh 75% less. 	
 	Secret Agent 	47 	1 	Stealth Boys last twice as long. 	
 	Secret Agent 	47 	2 	Stealth Boys last three times as long. 	
 	Secret Agent 	47 	3 	Stealth Boys last four times as long. 	
 	Sneak 	20 	1 	You are 25% harder to detect while sneaking. 	
 	Sneak 	20 	2 	You are 50% harder to detect while sneaking. 	
 	Sneak 	20 	3 	You are 75% harder to detect while sneaking. 	
 	Thru-hiker 	7 	1 	Food and drink weights are reduced by 30%. 	
 	Thru-hiker 	7 	2 	Food and drink weights are reduced by 60%. 	
 	Thru-hiker 	7 	3 	Food and drink weights are reduced by 90%. 	
 	White Knight 	39 	1 	Your armor breaks 20% more slowly and is cheaper to repair. 	
 	White Knight 	39 	2 	Your armor breaks 40% more slowly and is cheaper to repair. 	
 	White Knight 	39 	3 	Your armor breaks 60% more slowly and is cheaper to repair. 	
===Luck===
Luck perks	Luck perks 	Luck perks	Luck perks	Luck perks 	Luck perks
Image 	Name 	Level 	Rank 	Description 	Form ID
 	Better Criticals 	47 	1 	V.A.T.S. criticals now do +50% damage. 	
 	Better Criticals 	47 	2 	V.A.T.S. criticals now do +75% damage. 	
 	Better Criticals 	47 	3 	V.A.T.S. criticals now do +100% damage. 	
 	Bloody Mess 	42 	1 	5% bonus damage means enemies may explode into a gory red paste. 	
 	Bloody Mess 	42 	2 	10% bonus damage means enemies may explode into a gory red paste. 	
 	Bloody Mess 	42 	3 	15% bonus damage means enemies may explode into a gory red paste. 	
 	Can Do! 	7 	1 	40% chance to find an extra canned food when you "Search" a food container. 	
 	Can Do! 	7 	2 	60% chance to find an extra canned food when you "Search" a food container 	
 	Can Do! 	7 	3 	80% chance to find an extra canned food when you "Search" a food container 	
 	Cap Collector 	16 	1 	You have a chance to find more bottle caps when opening a caps stash. 	
 	Cap Collector 	16 	2 	You have a better chance to find more caps when opening a caps stash. 	
 	Cap Collector 	16 	3 	You always find more bottle caps when opening a caps stash. 	
 	Class Freak 	46 	1 	The negative effects of your mutations are reduced by 25%. 	
 	Class Freak 	46 	2 	The negative effects of your mutations are reduced by 50%. 	
 	Class Freak 	46 	3 	The negative effects of your mutations are reduced by 75%. 	
 	Critical Savvy 	44 	1 	Critical Hits now only consume 85% of your critical meter. 	
 	Critical Savvy 	44 	2 	Critical Hits now only consume 70% of your critical meter. 	
 	Critical Savvy 	44 	3 	Critical Hits now only consume 55% of your 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 Stimpak when you revive another player. 	
 	Four Leaf Clover 	29 	1 	Each hit in V.A.T.S. has a chance to fill your Critical meter. 	
 	Four Leaf Clover 	29 	2 	Each hit in V.A.T.S. has a better chance to fill your Critical meter. 	
 	Four Leaf Clover 	29 	3 	Each hit in V.A.T.S. has an excellent chance to fill your Critical meter. 	
 	Good with Salt 	9 	1 	Food in your inventory will spoil 30% more slowly. 	
 	Good with Salt 	9 	2 	Food in your inventory will spoil 60% more slowly. 	
 	Good with Salt 	9 	3 	Food in your inventory will spoil 90% more slowly. 	
 	Grim Reaper's Sprint	33 	1 	Any kill in V.A.T.S. has a 15% chance to restore all Action Points. 	
 	Grim Reaper's Sprint	33 	2 	Any kill in V.A.T.S. has a 25% chance to restore all Action Points. 	
 	Grim Reaper's Sprint	33 	3 	Any kill in V.A.T.S. has a 35% chance to restore all Action Points. 	
 	Junk Shield 	10 	1 	Carry junk to gain up to 10 Damage and Energy Resistance. (No Power Armor) 	
 	Junk Shield 	10 	2 	Carry junk to gain up to 20 Damage and Energy Resistance. (No Power Armor) 	
 	Junk Shield 	10 	3 	Carry junk to gain up to 30 Damage and Energy Resistance. (No Power Armor) 	
 	Last Laugh 	27 	1 	You drop a live grenade from your inventory when you die. 	
 	Luck of the Draw 	14 	1 	Slight chance your weapon will repair itself when hitting an enemy. 	
 	Luck of the Draw 	14 	2 	Chance your weapon will repair itself even more when hitting an enemy. 	
 	Luck of the Draw 	14 	3 	Chance your weapon will greatly repair itself when hitting an enemy. 	
 	Lucky Break 	24 	1 	Slight chance your equipped armor will repair itself when struck. 	
 	Lucky Break 	24 	2 	Chance your equipped armor will repair itself even more when struck. 	
 	Lucky Break 	24 	3 	Chance your equipped armor will greatly repair itself when struck. 	
 	Mysterious Savior 	49 	1 	A Mysterious Savior will occasionally appear to revive you when downed. 	
 	Mysterious Savior 	49 	2 	A Mysterious Savior will more frequently appear to revive you when downed. 	
 	Mysterious Savior 	49 	3 	The Mysterious Savior will regularly appear to revive you when downed. 	
 	Mysterious Stranger 	26 	1 	The Mysterious Stranger will appear occasionally in V.A.T.S. to lend a hand.	
 	Mysterious Stranger 	26 	2 	The Mysterious Stranger appears more often when using V.A.T.S. 	
 	Mysterious Stranger 	26 	3 	The Mysterious Stranger appears so much in V.A.T.S., he knows you by name. 	
 	Mystery Meat 	12 	1 	Stimpaks may generate edible meat tissue. Higher Rads improve the chance. 	
 	Mystery Meat 	12 	2 	Stimpaks generate edible meat. Higher Rads improve the chance. 	
 	Mystery Meat 	12 	3 	Stimpaks generate excessive edible meat. Higher Rads improve the chance. 	
 	One Gun Army 	31 	1 	Heavy guns gain a 4% stagger chance and a 4% chance to cripple a limb. 	
 	One Gun Army 	31 	2 	Heavy guns gain a 8% stagger chance and a 8% chance to cripple a limb. 	
 	One Gun Army 	31 	3 	Heavy guns gain a 12% stagger chance and a 12% chance to cripple a limb. 	
 	Pharma Farma 	2 	1 	40% chance to find extra first aid Chems when you "Search" a chem container.	
 	Pharma Farma 	2 	2 	60% chance to find extra first aid Chems when you "Search" a chem container.	
 	Pharma Farma 	2 	3 	80% chance to find extra first aid Chems when you "Search" a chem container.	
 	Psychopath 	21 	1 	Any kill in V.A.T.S has a 5% chance to refill your Critical Meter. 	
 	Psychopath 	21 	2 	Any kill in V.A.T.S has a 10% chance to refill your Critical Meter. 	
 	Psychopath 	21 	3 	Any kill in V.A.T.S has a 15% chance to refill your Critical Meter. 	
 	Quick Hands 	40 	1 	Gain a 6% chance to instantly reload when your clip is empty. 	
 	Quick Hands 	40 	2 	Gain a 12% chance to instantly reload when your clip is empty. 	
 	Quick Hands 	40 	3 	Gain a 18% chance to instantly reload when your clip is empty. 	
 	Ricochet 	38 	1 	Gain a 6% chance to deflect back some of enemies' ranged damage. (No PvP) 	
 	Ricochet 	38 	2 	Gain a 12% chance to deflect back some of enemies' ranged damage. (No PvP) 	
 	Ricochet 	38 	3 	Gain a 18% chance to deflect back some of enemies' ranged damage. (No PvP) 	
 	Scrounger 	3 	1 	40% chance to find extra ammo when you "Search" an ammo container. 	
 	Scrounger 	3 	2 	60% chance to find extra ammo when you "Search" an ammo container. 	
 	Scrounger 	3 	3 	80% chance to find extra ammo when you "Search" an ammo container. 	
 	Serendipity 	5 	1 	While below 35% health, gain a 15% chance to avoid damage. 	
 	Serendipity 	5 	2 	While below 35% health, gain a 30% chance to avoid damage. 	
 	Serendipity 	5 	3 	While below 35% health, gain a 45% chance to avoid damage. 	
 	Starched Genes 	30 	1 	Less chance for you to mutate from rads or for Radaway to cure mutations. 	
 	Starched Genes 	30 	2 	You will never mutate from Rads and Radaway will never cure mutations. 	
 	Storm Chaser 	35 	1 	Gain health regeneration while outside during rain or Rad Storms. 	
 	Storm Chaser 	35 	2 	Gain high health regeneration while outside during rain or Rad Storms. 	
 	Super Duper 	50 	1 	When you craft anything, there is a 10% chance you'll get double results! 	
 	Super Duper 	50 	2 	When you craft anything, there is a 20% chance you'll get double results! 	
 	Super Duper 	50 	3 	When you craft anything, there is a 30% chance you'll get double results! 	
 	Tormentor 	37 	1 	Your rifle attacks have a 5% chance of crippling a limb. 	
 	Tormentor 	37 	2 	Your rifle attacks have a 10% chance of crippling a limb. 	
 	Tormentor 	37 	3 	Your rifle attacks have a 15% chance of crippling a limb. 	
 	Woodchucker 	17 	1 	Collect twice as much when harvesting wood 	
===Legendary perks===
Legendary perks are a term for 16 powerful, passive abilities the player character can equip, with the first legendary slot unlocking at level 50, and new ones at levels 75, 100, 150, 200, and 300. Upon unlocking a slot, a single legendary perk card can be chosen and fit into that slot, offering its bonus immediately. 
Each legendary perk has four ranks and can be leveled up with "perk coins," which can be earned by scrapping normal perk cards. Legendary perk slots are account-wide, so those slots will be instantly available on any new character, allowing a varying degree of legendary perk cards for each possible build, though without the benefit of having them at the maximum rank.
==Nuclear Winter==
There was a separate collection of perk cards available in the now-defunct Nuclear Winter game mode. Some cards were upgraded versions of the ones found in Adventure/Survival mode, while some were brand new and exclusive to the Nuclear Winter game mode. All perk cards still had a SPECIAL point requirement, so the player character required points allocated in certain SPECIAL attributes in order to equip their desired perk cards. There was no way to change SPECIAL point allocations while playing in Nuclear Winter mode at this time, so the SPECIAL allocation had to be edited in Adventure or Survival mode.
If the player entered Nuclear Winter with their Adventure/Survival mode character, they would retain all of their SPECIAL point allocations but lose all of the passive stats that go along with them.
The player character had the ability to pick only seven perk cards for a round of Nuclear Winter. However, they also had the opportunity to change their card selections prior to the round starting, while the player character was able to explore Vault 51 while waiting in a queue for a match to start. The player character was not able to change their perk card selections during the match itself.
==Gallery==
Fo76 perk card pack.png|Perk card packaging
FO76 perk card pack contents.png|Contents of the perk card pack
FO76 Perk card - Common - Back.png|Back of common perk cards
FO76 Park Card Rank Up!.png|Ranking up perk cards
==Video==
Fallout 76 – Vault-Tec Presents Being a Better You! Perks Trailer
 
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