Prima Games eGuides Fallout 76 eGuide

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

Fallout 76 eGuide Training Special Attributes and Perks

Charisma

  • Modifications: Team Play, Barter Bonus
  • Buffs: Charisma Bobblehead, Magnetic Personality (Charisma; teammates only), Some clothing, Chems (Day Tripper, Grape Mentats, X-Cell), Beer

Charisma is your ability to lead and help others. It allows you to share higher-point perks and also affects your rewards from Group Quests and prices when you barter. As your Charisma increases, you’ll see small discounts to your vendor purchase prices, but greatly increased vendor sale prices. To share a perk card, you need 3 points of CHA per point value of the card you wish to share (for example, 9 CHA to share a 3-point card).

ValueXP from Group QuestsCaps from Group Quests

1

+0%

+0%

2

+5%

+5%

3

+10%

+10%

4

+15%

+15%

5

+25%

+25%

6

+30%

+30%

7

+35%

+35%

8

+40%

+40%

9

+45%

+45%

10

+50%

+50%

11

+55%

+55%

12

+60%

+60%

13

+65%

+65%

14

+70%

+70%

15

+75%

+75%

Charisma Perks (28)

The following table shows all 28 Charisma Perk Cards, listed by the earliest level you can obtain them.

Perk NameCURLevelRanksDescription

Inspirational

x

2

1, 2, 3

When you are on a team, gain 5/10/15% more XP.

Happy Camper

x

3

1, 2

Hunger and thirst grow 40/80% more slowly when in camp or in a team workshop.

Lone Wanderer

x

4

2, 3, 4

When adventuring alone, take 10/15/20% less damage and gain 10/20/30% AP regen.

Bodyguards

x

5

1, 2, 3, 4

Gain 6/8/10/12 Damage & Energy Resist (max 18/24/30/36) for each teammate, excluding you.

Hard Bargain

x

7

1, 2, 3

Buying and selling prices at vendors are better/even better/much better.

EMT

x

9

1, 2, 3

Players you revive come back with Health regen for 15/30/60 seconds.

Bloodsucker

x

11

1, 2, 3

Bloodpacks now satisfy thirst, no longer irradiate, and heal 50/100/150% more.

Magnetic Personality

x

13

1, 2

Gain 1/2 Charisma for each teammate, excluding yourself.

Field Surgeon

x

15

2

Stimpaks and RadAway will now work much more quickly.

Happy-Go-Lucky

x

17

1, 2

Your Luck is increased by 2/3 while under the influence of alcohol.

Injector

x

19

1, 2, 3

Players you revive have +6/12/18 AP regen for 10 minutes.

Team Medic

x

20

1, 2, 4

Your Stimpaks now also heal nearby teammates for 50/75/100% the normal strength.

Quack Surgeon

x

22

1

Revive other players with liquor!

Party Boy/Girl

x

24

2, 3

The effects of alcohol are doubled/ tripled.

Travel Agent

x

26

1

You pay 30% fewer Caps when Fast Traveling.

Healing Hands

x

28

1

Players you revive are cured of all Rads.

Animal Friend

x

30

1, 2, 3

Aim your gun at any animal below your level for a 25/50/75% chance to pacify it.

Overly Generous

x

32

1, 2

Rads increase your chance to inflict 25/50 Rads with melee attacks!

Anti-Epidemic

x

34

1, 2

Your disease cures have a 50/100% chance to cure a disease on nearby teammates.

Spiritual Healer

x

36

1, 2, 3

You regenerate health for 5/7/10 seconds after reviving another player.

Squad Maneuvers

x

37

1, 2

Run 10/20% faster when part of a team.

Philanthropist

x

39

1, 2, 3

Restore some/more/much more of your team’s hunger and thirst when you eat or drink.

Suppressor

x

40

1, 2, 3

Reduce your target’s damage output by 10/20/30% for 2 seconds after you attack.

Strange in Numbers

x

42

1

Positive mutation effects are +25% stronger if teammates are mutated too.

Rad Sponge

x

44

1, 2, 3

When affected by Rads, you periodically heal 15/30/50 Rads on nearby teammates.

Tenderizer

x

46

1, 2, 3

Make your target receive 5/6/7% more damage for 5/7/10 seconds after you attack.

Friendly Fire

x

48

1, 2, 3

Teammates hit by your flame weapons regen health briefly/more health briefly/even more health (no Molotovs).

Wasteland Whisperer

x

50

1, 2, 3

Aim your gun at a creature below your level for a 25/50/75% chance to pacify it.

Charisma-Related Perks: Overview

Aside from a couple of perks tailored to the Lone Wanderer, expect many of these perks to be related to team interaction and play, including “self-sacrificial” perks that do you no good but affect other members of your squad. There are a few perks with bonuses during the revival of others,granting you powers to diminish diseases and Rads and give health to teammates. Other perks augment the power of Stimpaks and alcohol. Also expect a better way to barter, lessen the costs of Fast-Traveling, and a method to pacify animals (and later, all creatures). Mainly, though, this is an attribute that plays well with others.