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See notes for details. ), Ranged weapon attacks cost 1 AP less to perform, Two extra APs per turn that can be only be used for movement, -1 AP cost for opening inventory in combat, When sneaking, HtH attacks from behind do double damage, +2 to Strength when determining range of a thrown weapon, +2 to Perception when determining range modifiers, +10% to initial reaction of non-player characters, People will always view you favorably, no matter your reputation and their alignment, +1 to Intelligence for the purposes of dialogue, Higher chance of finding special places and people in random encounters, 25% reduction in travel time on the world map, Chance you will gain a temporary ally in random encounters, Chance of hostile random encounters is lowered, Exploration is increased by 1 square in every direction on the world map, Doubles the amount of ammunition found in random encounters, Additional money is found during random encounters, +10% to skills: Sneak, Lockpick, Steal and Traps, Size and facing modifiers are ignored when stealing from someone, +20% bonus to Outdoorsman for survival checks, 2-5 more hit points healed when using First Aid or Doctor skills, Increased chance to score a critical hit with ranged weapons, Every five points of damage knocks the target back one hex, Doubles the effective range of the weapon. - Relative rank strength. In fact, I don't think there's a better first perk even on later playthroughs, because there's no other way to get that information. Fallout 76, the online prequel where every surviving human is a real person. perks that improve combat performance. 14 regular perks in Broken Steel 5. Combining perk cards Perk chart An unwrapped card pack 1 General information 2 Perk list 2.1 Strength 2.2 Perception 2.3 Endurance 2.4 Charisma 2.5 Intelligence 2.6 Agility 2.7 Luck In contrast to previous games, perks exist in the form of "perk cards" which can be traded, upgraded, and reallocated. Not all perks are equal due to the way the game is structured. This page was last edited on 10 August 2019, at 19:37. Fallout 76 Nutrition Calculator - Choose recipes. Last Updated May 5th 2019. However, it is also similar to classic Fallout games (Fallout 1/2/Tactics) in that skills can go over 100. A group of useful perks, especially those increasing the frequency of attacks. Not all perks are equal due to the way the game is structured. Perks in this category provide miscellaneous bonuses that do not fit in other categories. http://www.nma-fallout.com/threads/fallout-and-fallout-2-barter-formula.217810/, https://fallout.fandom.com/wiki/Fallout_perks?oldid=3301031, Examining a target shows hitpoints, weapon and ammunition count, Hand-to-hand and melee attacks cost 1 AP less to perform, +2 points of damage for hand-to-hand and melee attacks, +2 AP per turn that can be only be used for movement, +2 points of damage for ranged weapons attacks, Ranged weapon attacks cost 1 AP less to perform, People will always view you favorably, regardless of, Reaction levels are shown when in an indepth converstaion, Higher chance of finding special places and people in random encounters, 50% less likely to be addicted to chems, and withdrawal time is halved, Additional money is found during random encounters, In-combat characters on your team are highlighted green, instead of red, 2-5 more hit points healed when using First Aid or Doctor skills, +2 to Strength when determining range of a thrown weapon, +10% to skills: Sneak, Lockpick, Steal, and Traps, Chance you will gain a temporary ally in random encounters, 25% reduction in travel time on the world map, Size and facing modifiers are ignored when stealing from someone, Inventory access during combat cost 1 AP less, Chance of hostile random encounters is lowered, Exploration is increased by 1 square in every direction on the world map, Doubles the amount of ammo found in random encounters, +2 to Perception when determining range modifiers, When sneaking HtH attacks from behind do double damage, +1 to Intelligence for the purposes of dialogue, Increased chance to score a critical hit with ranged weapons, +20% bonus to Outdoorsman for survival checks, Knocks back the target (1 hex per 5 points of damage), Hit chance reduced for targets farther than 4*(. share. 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