Prima Games eGuides Fallout 76 eGuide

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Fallout 76 eGuide Training Special Attributes and Perks

Luck

  • Modifications: Critical Hit Recharge Rates, Item Condition, and Durability
  • Buffs: Luck Bobblehead, Live, and Love 5 Magazine, Happy-Go-Lucky (Charisma), Some Armor and Clothing (and effects), Chems (Day Tripper, X-Cell)

Luck is a measure of your general good fortune and affects the recharge rate of Critical Hits as well as the condition and durability of items that you loot. The condition of looted items (as opposed to crafted ones) is determined by a random dice roll between a min and max condition value. In combat, Luck benefits your Critical Hits, hastening a target’s departure in quicker, more violent ways, which is obviously both beneficial and entertaining.

ValueLooted Item Min ConditionLooted Item Max ConditionV.A.T.S. Critical Gain per ATtack (Max critical is 100)

1

15

65

6.5

2

18.3

68.3

8

3

21.7

71.7

9.5

4

25

75

11

5

37.5

87.5

12.5

6

50

100

14

7

52.5

102.5

15.5

8

55

105

17

9

57.5

107.5

18.5

10

60

110

20

11

67.5

117.5

21.5

12

75

125

23

13

80

130

24.5

14

85

135

26

15

90

140

27.5

Luck Perks (30)

The following table shows all 30 Luck Perk Cards, listed by the earliest level you can obtain them.

Perk NameCURLevelRanksDescription

Pharma Farma

x

2

1, 2, 3

40/60/80% chance to find extra first aid Chems when you “Search” a chem container.

Scrounger

x

3

1, 2, 3

40/60/80% chance to find extra ammo when you “Search” an ammo container.

Serendipity

x

5

1, 2, 3

While below 30% Health, gain a 15/30/45% chance to avoid damage.

CanDo!

x

7

1, 2, 3

40/60/80% chance to find an extra canned food when you search a food container.

Good with Salt

x

9

1, 2, 3

Food in your inventory will spoil 30/60/90% more slowly.

Junk Shield

x

10

1, 2, 3

Carry junk to gain up to 10/20/30 Damage and Energy Resistance. (No Power Armor).

Mystery Meat

x

12

1, 2, 3

Stimpaks may generate/generate more/generate excessive edible meat tissue. Higher Rads improve the chance.

Luck of the Draw

x

14

1, 2, 3

Slight chance your weapon will repair/chance your weapon will repair/chance your weapon will greatly repair itself when hitting an enemy.

Cap Collector

x

15

1, 2, 3, 4

You have a chance/better chance/excellent chance/almost always to find more bottle caps when opening a Caps Stash.

Woodchucker

x

17

1

Collect twice as much when harvesting wood.

Curator

x

19

1

The benefits of bobbleheads and magazines last twice as long.

Psychopath

x

21

1, 2, 3

Any kill in V.A.T.S. has a 5/10/15% chance to refill your Critical Meter.

Dry Nurse

x

23

1

You have a 50% chance to keep your Stimpak when you revive another player.

Lucky Break

x

24

1, 2, 3

Slight chance your equipped armor will repair/chance your equipped armor will repair/chance your equipped armor will greatly repair itself when struck.

Mysterious Stranger

x

26

1, 2, 3

The Mysterious Stranger will appear occasionally/more often/so frequently he knows your name in V.A.T.S. to lend a hand.

Last Laugh

x

27

1

You drop a live grenade from your inventory when you die.

Four Leaf Clover

x

29

1, 2, 3, 4

Each hit in V.A.T.S. has a chance/better chance/good chance/excellent chance to fill your Critical meter.

Starched Genes

x

30

1, 2

Less/no chance for you to mutate from Rads or for RadAway to cure mutations.

One Gun Army

x

31

1, 2, 3, 4

Heavy guns gain a 2/4/6/8% stagger chance and a 2/4/6/8% chance to cripple a limb.

Grim Reaper’s Sprint

x

33

1, 2, 3

Any kill in V.A.T.S. has a 15/25/35% chance to restore all AP.

Storm Chaser

x

35

1, 2

Gain health regeneration/high health regeneration while outside during rain or Rad storms.

Tormentor

x

37

1, 2, 3, 4

Your rifle attacks have a 3/6/9/12% chance of crippling a limb.

Ricochet

x

38

1, 2, 3, 4

Gain a 5/10/15/20% chance to deflect back some of enemies’ ranged damage. (No PvP).

Quick Hands

x

40

1, 2, 3, 4, 5

Gain a 5/10/15/20/25% chance to instantly reload when your clip is empty.

Bloody Mess

x

42

1, 2, 3

5/10/15% bonus damage means enemies may explode into a gory red paste.

Critical Savvy

x

44

1, 2, 3

Critical Hits now only consume 85/70/55% of your critical meter.

Class Freak

x

46

1, 2, 3

The negative effects of your mutations are reduced by 25/50/75%.

Better Criticals

x

47

1, 2, 3

V.A.T.S. criticals now do +20/30/40% damage.

Mysterious Savior

x

49

1, 1, 1

A mysterious savior will occasionally/more frequently/regularly appear to revive you when downed.

Super Duper

x

50

1, 2, 3, 4

When you craft anything, there is a 10/20/30/40% chance you’ll get double results!

Luck-Related Perks: Overview

You’ll see the word chance appear multiple times throughout your Luck card wrangling. This applies to finding extra Chems, ammo, and even canned food, and later on, filling your Critical Meter, the chance to instantly reload, ricochet damage back at a foe, or drop a live grenade as you die! The benefits of collectibles is increased, there are four major V.A.T.S. Improvements to consider, and there are perks that reduce negative effects (like mutations and a Mysterious Savior to revive you when no one else is around). Add to this some oddities (the classic Bloody Mess and Mutation-stabilization), and you have a better than normal chance of survival.