Prima Games eGuides Fallout 76 eGuide

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Fallout 76 eGuide Training Special Attributes and Perks

Intelligence

  • Modifications: Item Condition and Durability, Scrapping Return
  • Buffs: Intelligence Bobblehead, Night Person (Perception), Some Armor and Clothing, Chems (Daddy-O, Berry Mentats, Mentats, X-Cell), Alcohol (Beer, Bourbon, Rum)

Intelligence is a measure of your overall mental acuity and affects your ability to hack terminals (raising INT decreases the number of words in the Hacking mini-game), the condition and durability of items that you craft, and the return you get from scrapping items.

ValueCrafted Item Condition BonusScrapping Yield

1

+0%

+0%

2

+5%

+20%

3

+10%

+33%

4

+15%

+40%

5

+25%

+46%

6

+30%

+50%

7

+35%

+53%

8

+40%

+56%

9

+45%

+58%

10

+50%

+60%

11

+55%

+61%

12

+60%

+62%

13

+65%

+64%

14

+70%

+65%

15

+75%

+66%

Intelligence Perks (31)

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

Perk NameCURLevelRanksDescription

First Aid

x

2

1, 2, 3, 4

Stimpaks restore 10/20/30/40% more lost Health.

Makeshift Warrior

x

3

1, 2, 3

Your melee weapons break 30/60/90% more slowly and are cheaper to repair.

Hacker

x

4

1

Gain +1 hacking skill, and terminal lockout time is reduced.

Licensed Plumber

x

5

1, 2, 3

Your pipe weapons break 30/60/90% more slowly and are cheaper to repair.

Pharmacist

x

6

1, 2, 3

RadAway removes 30% more/60% more/twice as much radiation.

Exotic Weapons

x

8

1, 2

You can now craft crossbows, black powder guns, and more! (Plans required). // You can now craft Rank 1 exotic weapon mods (Plans required).

Demolition Expert

x

10

1, 2, 3, 4, 5

Your explosives do +20/40/60/80/100% damage.

Scrapper

x

13

1

Obtain more components when you scrap weapons and armor.

Armorer

x

15

1, 2, 3

You can now craft advanced armor mods (Plans required). / Crafting armor now costs fewer materials. / Your crafted armor has improved durability.

Exotic Weapons (Expert)

x

16

1, 2

You can craft Rank 2 exotic weapon mods (Plans required). / Crafting exotic weapons now costs fewer materials.

Contractor

x

18

1, 2

Crafting workshop items now cost 25/50% fewer materials.

Science

x

20

1, 2

You can now craft energy guns (Plans Required). / You can craft Rank 1 energy gun mods (Plans required).

Hacker (Expert)

x

22

1

Gain +1 Hacking skill, and terminal lockout time is reduced.

Gunsmith

x

23

1, 2, 3

Your guns break 25/50/75% more slowly and are cheaper to repair.

Exotic Weapons (Master)

x

25

1, 2

You can craft Rank 3 exotic weapon mods (Plans required). / Your crafted exotic weapons have improved durability.

Fix It Good

x

27

1, 2, 3

You can repair armor and Power Armor to 130/160/200% of normal maximum condition.

Batteries Included

x

28

1, 2, 3

Energy weapon ammo weighs 30/60/90% less.

Wrecking Ball

x

29

1, 2, 3

You deal +40/80/120% damage to workshop objects.

Science (Expert)

x

31

1, 2

You can now craft Rank 2 energy gun mods (Plans required). / Crafting energy guns now costs fewer materials.

Grease Monkey

x

33

1, 2

Workshop items are 30/60% cheaper to repair.

Chemist

x

34

1, 2

You get double/triple the quantity when you craft Chems!

Stabilized

x

36

1, 2, 3, 4

In Power Armor, heavy guns gain more/even more/much better/excellent accuracy and ignore 10/20/30/40% armor.

Hacker (Master)

x

38

1

Gain +1 Hacking skill, and terminal lockout time is reduced.

Weapon Artisan

x

40

1, 2, 3

You can repair any weapon to 130/160/200% of normal maximum condition.

Power Smith

x

41

1, 2, 3

You can now craft advanced Power Armor mods (Plans required). / Crafting Power Armor now costs fewer materials. / Your crafted Power Armor now has improved durability.

Science (Master)

x

43

1, 2

You can now craft Rank 3 energy gun mods (Plans required). / Crafted energy guns have improved durability.

Power Patcher

x

44

1, 2, 3

Your Power Armor breaks 20/40/60% more slowly and is cheaper to repair.

Nerd Rage

x

46

1, 2, 3

While below 20% Health, gain 20/30/40 Damage Resist, 10/15/20% damage and 15% AP regen.

Robotics Expert

x

48

1, 2, 3

Hack an enemy robot for a 25/50/75% chance to pacify it.

Portable Power

x

49

1, 2, 3

All Power Armor parts and chassis weights are reduced by 25/50/75%

Power User

x

50

1, 2, 3, 4, 5

Fusion Cores now last 20/40/60/80/200% longer.

Intelligence-Related Perks: Overview

This attribute offers an interesting mixture of perks related largely to crafting, item improvements, and hacking; there are those that increase the durability and lessen the repair costs of specific weapons. You’re able to hack increasingly difficult terminals. Stimpaks and RadAway are given boosts. Exotic Weapons, Explosives, Armor, Power Armor, and Energy Guns are all able to be crafted and improved, and weapons are harder to break, as well as being improved over their maximum condition. Scrap items after taking weapons and armor apart are increased. At the highest levels, robots can be pacified, Fusion Cores receive improvements, and you can become a workshop-destroying maelstrom!