Prima Games eGuides Fallout 76 eGuide

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Fallout 76 eGuide Training Special Attributes and Perks

Agility

  • Modifications: Action Points in V.A.T.S., bonus to Sneak
  • Buffs: Agility Bobblehead, U.S. Covert Operations Manual 10 Magazine, Clothing, Armor, and effects from armor, Chems (Calmex, X-Cell), Rum

Agility is a measure of your overall finesse and reflexes. If affects the number of Action Points (AP) in V.A.T.S. and your ability to sneak. It is an important attribute to those who use stealth to maneuver around while crouching and remaining unseen. As you need the largest number of AP as possible (if you favor V.A.T.S. combat), this is another reason to never overlook this attribute.

ValueMax Action PointsSneak Rating Bonus

1

105

5

2

115

10

3

125

15

4

135

20

5

145

25

6

155

30

7

165

35

8

175

40

9

185

45

10

195

50

11

205

55

12

215

60

13

225

65

14

235

70

15

245

75

Agility Perks (31)

The following table shows all 31 Agility Perk Cards, listed by the earliest level you can obtain them.

Perk NameCURLevelRanksDescription

Action Boy/Girl

x

2

1, 2, 3

AP regenerates 15/30/45% faster.

Born Survivor

x

3

1, 2, 3

Falling below 20/30/40% health will automatically use a Stimpak.

Thru Hiker

x

3

1, 2, 3

Food and drink weights are reduced by 30/60/90%.

Gun Runner

x

4

1, 2

Your running speed is increased by 10/20% when you have a pistol equipped.

Moving Target

x

5

1, 2, 3

Gain +15/30/45 Damage and Energy Resistance while sprinting. (No Power Armor).

Gunslinger

x

6

1, 2, 3

Your non-automatic pistols now do +10/15/20% damage.

Dead Man Sprinting

x

8

1, 2

Sprint 10/20% faster at an increased AP cost when your health is below 40/50%.

Packin’ Light

x

9

1, 2, 3

Your pistols weigh 25/50/75% less.

Guerrilla

x

10

1, 2, 3

Your automatic pistols now do +10/15/20% damage.

Marathoner

x

13

1, 2, 3

Sprinting consumes 20/30/40% fewer AP.

Ninja

x

15

1, 2, 3

Sneak attacks with melee weapons do 2.3x/2.6x/3x normal damage.

Evasive

x

17

1, 2, 3

Each point of Agility adds +1/2/3 Damage and Energy Resist (max 15/30/45). (No Power Armor).

Modern Renegade

x

18

1, 2, 3, 4

Gain some/more/even more/excellent Pistol hip fire accuracy and a +1/2/3/4% chance to cripple a limb.

Sneak

x

20

1, 2, 3, 4, 5

You are 20/30/40/50/60% harder to detect while sneaking.

Home Defense

x

22

1, 2, 3

You can craft and disarm better/advanced/expert traps and craft better/advanced/expert turrets (Plans required).

Gunslinger (Expert)

x

24

1, 2, 3

Your non-automatic pistols now do +10/15/20% damage.

Guerrilla (Expert)

x

25

1, 2, 3

Your automatic pistols now do +10/15/20% damage.

Covert Operative

x

27

1, 2, 3

Your ranged sneak attacks deal 2.15x/2.3x/2.5x normal damage.

Light Footed

x

29

1

While sneaking, you never trigger mines or floor-based traps.

Enforcer Card

x

30

1, 2, 3, 4

Your shotguns gain a 5/10/15/20% stagger chance and a 3/6/9/12% chance to cripple a limb.

Goat Legs

x

32

1, 2

Take 40/80% less damage from falling.

Ammosmith

x

34

1, 2, 3

Produce 30/60/100% more rounds when crafting ammunition.

Escape Artist

x

35

1

Sneak to lose enemies, and running no longer affects stealth.

Mister Sandman

x

37

1, 2

At night your silenced weapons do additional 25/50% sneak attack damage.

White Knight

x

39

1, 2, 3

Your armor breaks 30/60/90% more slowly and is cheaper to repair.

Gunslinger (Master)

x

41

1, 2, 3

Your non-automatic pistols now do +10/15/20% damage.

Guerrilla (Master)

x

43

1, 2, 3

Your automatic pistols now do +10/15/20% damage.

Dodgy

x

45

1, 2, 3

Avoid 10/20/30% of incoming damage at the cost of 30 APs per hit.

Secret Agent

x

47

1, 2, 3

Stealth Boys last twice/three times/four times as long!

Adrenaline

x

49

1, 2, 3, 4, 5

Gain +6/7/8/9/10% (max 36/42/48/54/60%) damage for 30s per kill. Duration refreshes with kills.

Gun Fu

x

50

1, 2, 3

V.A.T.S. swaps targets on kill with +10% damage/10%, then 20% damage/10%, 20%, then 30% damage to your next target/two targets/three targets.

Agility-Related Perks: Overview

As you’d expect, AP improvements, bonuses while sprinting, stealth maneuvering, and reduced damage from falling are a number of bonuses you can take while Sneaking, at night, and with the use of the Stealth Boy (which also has its longevity improved). Central to this attribute are pistols; you can specialize and improve both nonautomatic and automatic variants, and add other augmentations too. There are also some unique perks (increased Well Fed and Hydrated bonuses, shotgun improvements, disarming turrets and traps, and the gaining of damage after kills).