fallout 76 chem perks

Your crafted Power Armor now has improved durability. You pay 30% fewer Caps when Fast Traveling.

Critical Hits now only consume 55% of your critical meter.

All pistols now have 30% more range and more accuracy when sighted. Your crafted energy guns have improved durability. Produce 40% more rounds when crafting ammunition.

Duration refreshes with kills. - … Gain 12 Damage & Energy Resist (max 36) for each teammate, excluding you. You gain much increased benefit from being Well Fed or Well Hydrated. Gain +10% (max 60%) damage for 30s per kill. Higher rank cards have greater effects. 80% chance to find extra ammo when you "Search" an ammo container. A variety of chems can be bought from medical suppli… Your bows and crossbows ignore 12% armor and have a 3% chance to stagger. Legendary perks are a term for the 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. Guns break 30% slower and you can now craft Tier 3 guns (Plans required). The maximum attribute level is 15 fo…

(Plans required), Melee weapons break 20% slower and you can craft Tier 2 melee weapons.

60% chance to find an extra canned food when you "Search" a food container, 80% chance to find an extra canned food when you "Search" a food container. When adventuring alone, take 15% less damage and gain 20% AP regen. Create a character that’s perfect for team play or solo adventuring, and don’t be afraid to switch things up on the fly. The effects of pre-war alcohol are tripled.

Your chance to catch a disease from food is reduced by 90%.

With this new card-based system, you’re never locked into your choices.

Aim your gun a creature below your level for a 25% chance to pacify it. Your disease cures always cure a disease from nearby teammates too. (No Power Armor), Gain +45 Damage and Energy Resistance while sprinting. The negative effects of your mutations are reduced by 75%. Gain Pistol hip fire accuracy and a +2% chance to cripple a limb. The Mysterious Stranger appears more often when using V.A.T.S. While sneaking, you never trigger mines or floor-based traps. Blood Sacrifice! You will never mutate from Rads and Radaway will never cure mutations.

You can view a target's specific damage resistance in V.A.T.S. When you craft anything, there is a 20% chance you'll get double results! Your one-handed melee weapons now do +20% damage. Your ranged sneak attacks do 2.15x normal damage. has a 25% chance to restore all Action Points. 40% chance to find an extra meat when you "Search" an animal corpse.

Guns break 20% slower and you can now craft Tier 2 guns (Plans required).

Restore much more of your teammates hunger and thirst when you eat or drink. Duration refreshes with kills. Heavy guns gain a 8% stagger chance and a 8% chance to cripple a limb.

(No Molotov), Teammates hit by your flame weapons regen even more health. Your attacks ignore 75% armor of any insect. Players you revive are cured of all Rads.

(No Power Armor), Each AGI point adds +2 Damage and Energy Resist (Max 30). Fallout 76 Perks Database - A conveniently laid out database.

Take 45% less damage from your opponents' melee attacks. Gain a total of +15 to your maximum Health. The weight of all junk items is reduced by 75%. Your Power Armor breaks 40% more slowly and is cheaper to repair. Your melee weapons weigh 40% less, and you can swing them 20% faster. Higher rank cards have greater effects. Chance of catching a disease from creatures is reduced by 30%, Chance of catching a disease from creatures is reduced by 60%, Chance of catching a disease from creatures is reduced by 90%. Your ranged sneak attacks do 2.5x normal damage. Higher Rads improve the chance.

Food in your inventory will spoil 30% more slowly. Gain 60 damage resistance while firing a heavy gun. Like Fallout 4 perks, perk cards in Fallout 76 replace skills from previous titles. Chance your equipped armor will greatly repair itself when struck.

You deal +40% damage to workshop objects.

Gain 10 Damage and Energy Resistance while not wearing Power Armor. 4. Fallout Wiki is a FANDOM Games Community. Make your target receive 7% more damage for 10 seconds after you attack. You have a chance to find more bottle caps when opening a caps stash. Gain +10% (max 60%) damage for 30s per kill. Chem Fiend. Many of these chems can be crafted at chemistry stations located all across Appalachia.

As with Fallout: New Vegas, this perk also increases the HP effect of many edible aid items including plants, raw meat and pre-War packaged foods. (No PvP). You take 60% less radiation from eating or drinking.

Heavy guns gain a 12% stagger chance and a 12% chance to cripple a limb. Shotguns now weigh 30% less and you reload them 10% faster. Agility is a measure of your overall finesse and reflexes. Drinking any liquid has a 30% reduced chance to cause disease. When adventuring alone, take 20% less damage and gain 30% AP regen.

In Power Armor, heavy guns gain more accuracy and ignore 15% armor. Food and drink weights are reduced by 90%. The player character has the ability to pick only seven perk cards for a round of Nuclear Winter.

Your melee attacks ignore 25% of your target's armor.

Hunger and thirst grow 60% more slowly at night. Automatic rifles now reload 10% faster and have better hip fire accuracy.

swaps targets on kill with +10%, 20%, then 30% damage to your next 3 targets.

Each perk card costs points in its SPECIAL attribute to equip. has a 15% chance to restore all Action Points. Gain +15 Damage and Energy Resistance while sprinting.

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When adventuring alone, take 10% less damage and gain 10% AP regen. Heavy guns gain a 4% stagger chance and a 4% chance to cripple a limb. (+5 Max).

Aim your gun a creature below your level for a 75% chance to pacify it. Your non-automatic rifles now do +10% damage. Less chance for you to mutate from rads or for Radaway to cure mutations. Your limb damage is completely eliminated. It affects the number of Action Points in V.A.T.S.

Your stimpaks now also heal nearby teammates for 75% of normal strength. This Perk requires Intelligence and has only … Your rifles have 20% more range and even more accuracy when sighted. (Plans required), Melee weapons break 50% slower and you can craft Tier 5 melee weapons. Nuka-Cola products are now three times as beneficial.

(Plans required).

(No Power Armor), Carry junk to gain up to 20 Damage and Energy Resistance.

You take 30% less radiation from eating or drinking. Your rifle attacks have a 15% chance of crippling a limb.

Hack an enemy robot for a 50% chance to pacify it. Guns break 50% slower and you can now craft Tier 5 guns (Plans required). Your shotguns gain a 5% stagger chance and a 10% chance to cripple a limb. Gain a 12% chance to instantly reload when your clip is empty.

Basic combat training means automatic rifles do +10% damage. A Mysterious Savior will occasionally appear to revive you when downed. It no longer extends duration, that perk is instead called Chem Fiend. Duration refreshes with kills.

The negative effects of your mutations are reduced by 25%.

Players you revive come back with high health regen for 60 seconds.

Aim your gun at any Animal below your level for a 50% chance to pacify it. Shotguns now weigh 60% less and you reload them 20% faster.

Your rifles and pistols ignore 36% armor and have a 9% chance to stagger. (No Power Armor), Gun bashing does +25% damage with a 5% chance to cripple your opponent, Gun bashing does +50% damage with a 10% chance to cripple your opponent. You regenerate health for 5 seconds after reviving another player.

(No Power Armor), Carry junk to gain up to 30 Damage and Energy Resistance.

Like Fallout 4 perks, perk cards in Fallout 76 replace skills from previous titles. See a throwing arc when tossing thrown weapons, and they fly 50% further. Your crafted armor has improved durability.

Any kill in V.A.T.S. You hear directional audio when in range of a Caps Stash. (No Power Armor).

V.A.T.S.

Your bows and crossbows now do +15% damage. Gain 50 Damage and Energy Resistance while not wearing Power Armor. Sprinting consumes 30% fewer Action Points.

now targets limbs. Your pipe weapons break 60% more slowly and are cheaper to repair. The benefits of bobbleheads and magazines last twice as long. If the player enters Nuclear Winter with their Adventure/Survival mode character, they will retain all of their SPECIAL point allocations but lose all of the passive stats that go along with them. This perk requires 1 SPECIAL point to equip. C. 10. not enough 1 pt.

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. You can craft Rank 3 energy gun mods. (Plans required). (Plans required), You can craft and disarm advanced traps and craft advanced turrets. Your explosives detonate with a 50% larger radius. Gain 50 Damage and Energy Resistance while not wearing Power Armor.

All drinks quench thirst by an additional 75%.

V.A.T.S.

Radiation now regenerates your lost Health.

Teammates hit by your flame weapons regen health briefly. When adventuring alone, take 20% less damage and gain 30% AP regen. You have a better chance to find more caps when opening a caps stash.

Duration refreshes with kills. Your stimpaks now also heal nearby teammates for their full strength.

It allows you to share your Perk Cards (CHA must be greater than or equal to 3 times the point value of the card you wish to share) and also affects your rewards from Group Quests and prices when you barter.

All food satisfies hunger by an additional 25%. Brawling Chemist Fallout 76 Legendary Perk Generate 1 combat enhancing chem every hour.

Whether you want to be a dexterous charmer, a hardy bruiser or anything in-between, Fallout 76’s Perk system is designed to help you build a better you.

5% bonus damage means enemies may explode into a gory red paste. Gain a 6% chance to deflect back some of enemies' ranged damage.

Avoid 10% of incoming damage at the cost of 30 Action Points per hit. Crafting workshop items now costs 50% fewer materials. Hunger and thirst grow 20% more slowly at night. Each point of strength adds 5 lbs of carry capacity, starting with 155 lbs at Strength 1. In Power Armor, heavy guns gain excellent accuracy and ignore 45% armor.

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