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.
Value Looted Item Min Condition Looted Item Max Condition V.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 Name C U R Level Ranks Description
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.
Better Criticals
Rarity: Uncommon
Level: 47
Ranks:
Points: 1, 2, 3
Description: V.A.T.S. criticals now do +20%/30%/40% damage.
Advice: Once you learn how critical hits and damage work, and you’ve accrued enough levels to access this perk, you can use it to really finish off your adversaries in style! Naturally, you have used V.A.T.S. over normal methods of foe disposal, as well as partnering the perk with the Perception perk Concentrated Fire, the Agility perk Gun Fu, and related Luck perks like Critical Savvy, Four Leaf Clover, Grim Reaper’s Sprint, and Psychopath. If you’re especially keen on V.A.T.S. combat, Better Criticals does exactly what you’d expect it to.
Bloody Mess
Rarity: Uncommon
Level: 42
Ranks:
Points: 1, 2, 3
Description: 5%/10%/15% bonus damage means enemies may explode into a gory red paste.
Advice: Though you’ll need to raise several levels to access this perk, it provides both a revoltingly spectacular end to a fight and additional damage to each hit, without any limitations to the type of weapon you use. Stack these bonuses with other perks, depending on your focused fighting style: For example, consider the Intelligence perks Demolition Expert and Nerd Rage, the Luck perk Junk Shield, and the specific weapon-based bonus perks like Commando for automatic rifles or Heavy Gunner for nonexplosive heavy guns.
Can Do!
Rarity: Common
Level: 7
Ranks:
Points: 1, 2, 3
Description: 40/60/80% chance to find an extra canned food when you search a food container.
Advice: Aside from the classic Canned Dog Food, there’s Cram and Potato Crisps to consider and any other food with a sealed metal container. Since canned food doesn’t spoil, meaning you can carry it with you and eat it any time, having more hidden inside containers can be helpful. However, there are drawbacks; you need to scavenge areas to find food containers, and there’s not a 100% chance any will have canned food in it. However, any time you’re in a cafeteria or kitchen (or other places where a lot of boxed food is lying around), use this perk while opening containers. Alternatively, cook your own food using recipes. Partner this with the questionable Endurance perk Good Doggy, thus granting you more dog food to consume.
Cap Collector
Rarity: Rare
Level: 15
Ranks:
Points: 1, 2, 3, 4
Description: You have a chance/better chance/excellent chance/almost always to find more bottle caps when opening a Caps Stash.
Advice: This perk reacts to a specific collectible object: the tins of Caps Stashes hidden around the landscape and tracked throughout the Atlas. Make sure your scavenging yields greater-than-normal dividends by using this perk. Partner this with the Perception perk Fortune Finder to ensure you find every hidden Stash. And check the Atlas to figure out the theoretical maximum stashes a location (both outside and in) may be hiding. Finally, remember there are other ways to make money in Appalachia (like selling Fusion Cores); scrounging for Caps might not be the best use of your time, but it’s still worthwhile if it’s not your main exploratory focus.
Class Freak
Rarity: Common
Level: 46
Ranks:
Points: 1, 2, 3
Description: The negative effects of your mutations are reduced by 25%/50%/75%.
Advice: Turn mutations you can acquire into much more beneficial, perk-like bonuses, advantages that take a little time to gestate (you need to catch the disease and watch it mutate first). Consult the section of this guide on Diseases and Mutations for a complete list. If you’re high enough level to utilize this Perk Card, try to catch the disease from which a mutation is likely to morph and then lessen any problematic effects from it. Then partner this with the Charisma perk Strange in Numbers and the Luck perk Starched Genes.
Critical Savvy
Rarity: Uncommon
Level: 44
Ranks:
Points: 1, 2, 3
Description: Critical Hits now consume only 85%/70%/55% of your critical meter.
Advice: When you take down a foe with a particularly satisfying Critical Hit, the only downside is your meter depleting back to zero. Not so with this perk, which keeps at least some of the Critical Meter filled. This can effectively halve the time it takes to refill the meter. Combine this with the Luck perks Better Criticals and Four Leaf Clover to further increase this perk’s effectiveness. However, the Luck perk Psychopath certainly isn’t detrimental to partner with Critical Savvy, but sometimes lessens its effectiveness.
Curator
Rarity: Common
Level: 19
Ranks:
Points: 1
Description: The benefits of bobbleheads and magazines last twice as long.
Advice: This is a spectacular perk to obtain, especially if you’re using several Bobbleheads and Magazines at once (in fact, it’s only worth utilizing while your Bobblehead and Magazine effects are in play). Obviously you can shelve this perk and use other Luck perks until this happens. Due to the random nature of the Bobbleheads and Magazines you acquire, you should calculate whether expending Luck Points to activate Curator gives you better bonuses compared to using up your points to activate a different Luck perk. For example, you have Luck 3 and Charisma 3, and you have the Luck perk Junk Shield Rank 3 (+45 Damage Resistance while carrying Junk ), and you pick up Grognak the Barbarian issue #8 (gain +2 Damage Resistance for each point of Charisma ; or +6 DR in this example); though the Magazine is still beneficial (and the bonus will stack), the bonuses from your Junk Shield perk far outweighs using Curator to bolster the time you benefit from the Magazine’s lesser Damage Resistance bonus.
Dry Nurse
Rarity: Common
Level: 23
Ranks:
Points: 1
Description: You have a 50% chance to keep your Stimpak when you revive another player.
Advice: This is a helpful perk if you’re playing the informal role of “medic” with fellow teammates, or indeed anyone crying out for help in the Appalachian wilderness. This allows better management of Stimpaks, keeps more of this vital Chem in your inventory before you need to craft or scavenge for more, and the act of saving another can lead to life-long friendships (or indifference)! The only drawback is that you don’t usually revive others very often, so this is a card to shelve and bring out just before you need it.
Four Leaf Clover
Rarity: Uncommon
Level: 29
Ranks:
Points: 1, 2, 3, 4
Description: Each hit in V.A.T.S. has a chance/better chance/good chance/excellent chance to fill your Critical meter.
Advice: Normally, successful V.A.T.S.-related strikes gradually fill your Critical meter, after which you can unleash a Critical attack. Now there is a chance your meter could fill after every single hit, which becomes entertaining and means you need to actually launch critical hits much more often to take advantage of this perk; it’s no good just sitting on a full meter and never using it. Launch Criticals as soon as the meter fills so this perk becomes as useful as possible. Then ensure your Criticals are further augmented by partnering with Luck perks like Better Criticals and the slightly less potent but very similar Psychopath. Also of note, but to a lesser extent, is Critical Savvy. Critical Savvy isn’t problematic when used with Four Leaf Clover, as Four Leaf Clover only has a chance of refilling your Critical meter, but the latter perk negates Critical Savvy’s quicker refill ability by offering an instantly full meter.
Good With Salt
Rarity: Uncommon
Level: 9
Ranks:
Points: 1, 2, 3
Description: Food in your inventory will spoil 30%/60%/90% more slowly.
Advice: This early perk negates the need to instantly gobble down food you’ve cooked before it spoils. This adds a great deal more flexibility to when and where you need to use cooking stations, stops you from eating spoiled food (unless you’re actively wanting to get a Disease like Dysentery!), and allows you to treat “fresh” food a little more like the boxed foods you would usually be able to wait to eat. This heightens the usefulness of every recipe that uses fresh ingredients and also counts toward food in your My Stash Box. It allows you to forage across the land for a longer time, use crops at workshops, and keep the picked plants instead of them staying on the vine. It allows you to create more recipes without wasting resources. Just make sure to play this Perk Card continuously, or your food soon reverts to its “rotten” state, and accidentally removing this perk can cause mass spoilage!
Grim Reaper’s Sprint
Rarity: Uncommon
Level: 33
Ranks:
Points: 1, 2, 3
Description: Any kill in V.A.T.S. has a 15%/25%/35% chance to restore all Action Points.
Advice: This can turn you into a killing machine if you’re attacking larger groups of foes (this perk is useless against single enemies), and you’ve tried to obtain and modify weapons that can take down lesser foes in one or two shots (and also by employing weapon specialization and other perks that cause greater damage to be inflicted). Think about partnering this with the Perception perk Concentrated Fire, the Agility perk Gun Fu, and your related Luck perks Critical Savvy, Four Leaf Clover, and Psychopath. Combat in a scenario where Grim Reaper’s Sprint would be effective would be to engage a main entity (say, a Scorchbeast) until your Action Points are low, then switch to a horde of lesser Scorched foes, killing these until your AP is restored, and then switch back to the Scorchbeast. This effectively gives you continuous offense until you either run out of ammunition or combat concludes.
Junk Shield
Rarity: Rare
Level: 10
Ranks:
Points: 1, 2, 3
Description: Carry junk to gain up to 10/20/30 Damage and Energy Resistance. (No Power Armor ).
Advice: This is a low-level, high-yield perk with excellent defenses you can use in place of and, once you find the necessary items or Mods, and in addition to armor to gain some additional defense resistance against the two most common forms of damage. You should be gathering junk anyway, so check what you’re carrying in the Items > Junk menu and increase it until you start to see those resistance bonuses. Just be aware that scrapping the junk , dropping it, or having another player steal the junk from your corpse negates this perk. This makes Junk Shield a perk you can’t completely rely on; it just provides some additional defense. The other problem is that junk obviously adds to your Carry Weight, so augment your capacity: the Strength perk Pack Rat allows you to reach the maximum Resistance much more easily and without dropping or scrapping objects. Also check out all the Strength perks that augment the weight of items or your Carry Weight, such as Strong Back.
Last Laugh
Rarity: Uncommon
Level: 27
Ranks:
Points: 1
Description: Gain a You drop a live grenade from your inventory when you die.
Advice: This can be more of an annoying amusement (for you) than a bona fide tactic, and it obviously requires you to have grenades in your inventory , or this simply becomes a waste of Perk points. But this does enable you to damage a foe. If you’re fighting on a team, using this after a suicidal charge against others can help soften up the enemy at the expense of your own life. It can also (hopefully) cause a previously victorious but wounded human enemy to die from the explosion, allowing you to reach your death location and steal the junk bags you both left behind! Conversely, when defeating an enemy who has used grenades, wait a moment or two after you defeat them for any grenades to detonate, and then inspect anything else that was dropped.
Luck of the Draw
Rarity: Uncommon
Level: 14
Ranks:
Points: 1, 2, 3
Description: Slight chance your weapon will repair/chance your weapon will repair/chance your weapon will greatly repair itself when hitting an enemy.
Advice: The requires the weapon to physically strike the foe, which is usually the function of melee weapons (of the fist, one-handed, or two-handed variety), but this also works with weapon bashing, so it can become a tactic when using guns too! Forgo that Weapon Workbench hammering by hoping your weapon’s contact with an enemy has (approximately) a 1 in 5 chance of improving the weapon (at Rank 3). Obviously, this perk is more helpful to those favoring close combat, and partnering Luck of the Draw with the Strength -related perks that increase the damage of one-handed (Gladiator) and two-handed (Slugger) weapons helps you maintain such a weapon for longer. Also think about partnering this with Intelligence perk Makeshift Warrior. Even if you’re using ranged weapons , this perk also works well with Intelligence perks like Gunsmith and Licensed Plumber. Finally, don’t overlook the Intelligence perk Weapon Artisan, which when used with Luck of the Draw allows more attempts to regain the weapon’s condition simply because it has such a high condition to begin with.
Lucky Break
Rarity: Uncommon
Level: 24
Ranks:
Points: 1, 2, 3
Description: Slight chance your equipped armor will repair/chance your equipped armor will repair/chance your equipped armor will greatly repair itself when struck.
Advice: The word struck means hit by an enemy’s ranged weapon or their melee-range attacks. Obviously, some enemies may strike you more often than not (e.g., a Super Mutant with a minigun compared to a Scorchbeast), making this perk more useful in certain situations (when attacks are fast and weak). This perk’s effectiveness depends on how often you’re usually hit during combat (e.g., a tank-like character should see more benefits over a sniper). Forgo that Armor Workbench mending by hoping 1 in 5 incoming hits improves your armor (at Rank 3). Think about the benefits of using this with the Intelligence perks Armorer and Fix It Good and the Agility perk White Knight.
Mysterious Savior
Rarity: Uncommon
Level: 49
Ranks:
Points: 1, 1, 1
Description: A Mysterious Savior will occasionally/more frequently/regularly appear to revive you when downed.
Advice: Having an unknown friend coaxing you back from the brink doesn’t occur until you’re a veteran of Appalachian exploration; therefore, you may feel this card is unnecessary due to your prowess against the attacks of others. But there are situations where this becomes incredibly useful, such as when you’re maneuvering through a complex and lengthy hostile environment and are far from a Fast-Travel point, and foes are getting the best of you. It also helps when you’re in a group event and you’re getting overwhelmed, but you’re likely to turn the tide if you die and quickly return. This perk is also helpful during Scorchbeast battles, when you’re fighting with teammates (they don’t need to worry about you as much). Finally, and arguably most importantly, this perks helps when you’re dueling with fellow humans! Surprise a previously cocky victor by returning to seek instant revenge! Heck, add the Luck perk Last Laugh so you become almost as lethal during your death as during the previous battle!
Mysterious Stranger
Rarity: Rare
Level: 26
Ranks:
Points: 1, 2, 3
Description: The Mysterious Stranger will appear occasionally/more often/so frequently he knows your name in V.A.T.S. to lend a hand.
Advice: It seems not all surviving humans in Appalachia are only from Vault 76 . This is a free and extra V.A.T.S. attack, accompanied by an announcement chime to let you know the attack (usually a single shot for exceptional damage) is incoming. It usually takes out a foe for you. Remember this only occurs in V.A.T.S., and you need to weigh the entertainment and value of the Mysterious Stranger (and the random nature of his appearance) compared to Luck perks that are guaranteed to help you during V.A.T.S., like Better Criticals, Critical Savvy, Four Leaf Clover, Grim Reaper’s Sprint, and Psychopath. While some of these have a chance at occurring, they all rely on your actions, usually occur more frequently, and one or more may be more helpful to use instead, if you’ve only a few Luck Points allocated.
Mystery Meat
Rarity: Uncommon
Level: 12
Ranks:
Points: 1, 2, 3
Description: Stimpaks may generate/generate more/generate excessive edible meat tissue. Higher Rads improve the chance.
Advice: Edible meat tissue: It’s what’s for dinner! While this might not sound appetizing to those with weak stomachs (in which case, don’t read about the Endurance perk Cannibal!), the meat in question is fine to consume and offers another method to satiate your Hunger without the need to scavenge for crops, meat, or canned goods. Remember you can attempt to acquire even more of this meat by partnering this with other perks that help your Stimpak consumption, such as the Strength perk Traveling Pharmacy, the Intelligence perk First Aid , and the Luck perk Dry Nurse. The only potential issue is the high Rads you need to improve mystery meat generation, so adventure with higher Rads due to the Endurance perk Ghoulish and to a lesser extent, Rad Resistant.
One Gun Army
Rarity: Rare
Level: 31
Ranks:
Points: 1, 2, 3, 4
Description: Heavy guns gain a 2%/4%/6%/8% stagger chance and a 2%/4%/6%/8% chance to cripple a limb.
Advice: Though this perk is for those specializing in heavy weaponry and affects only those weapon types, this can help augment the already-powerful takedown potential of heavy guns, especially ones like the minigun that fires multiple shots with extreme speed. This is the sort of perk that an explorer focusing on Heavy Guns perks (within the Strength attribute category) should take if they have extra Luck points to spend: Partner it with the Strength perk Bear Arms, Bullet Shield, Heavy Gunner, and especially Lock and Load. If you’re a Power Armor fan, try the Intelligence perk Stabilized.
Pharma Farma
Rarity: Uncommon
Level: 2
Ranks:
Points: 1, 2, 3
Description: 40/60/80% chance to find extra first aid Chems when you “Search” a chem container.
Advice: Chem containers are the white and yellow metal boxes scattered throughout Appalachia. Having the ability to add additional first aid chems (usually a Stimpak or variant thereof) to your inventory (which you can use on yourself or your team) is always helpful. You’re likely to obtain this perk in the initial stages of your Appalachian exploration, so use it if you’re always running low on Stimpaks, can’t afford to purchase them, and don’t want to make your own on a Chemistry Station. However, making your own is a worthwhile endeavor, as it’s better to be self-sufficient than rely on containers for your continuing health. Partner this with the Strength perk Traveling Pharmacy.
Psychopath
Rarity: Uncommon
Level: 21
Ranks:
Points: 1, 2, 3
Description: Any kill in V.A.T.S. has a 5%/10%/15% chance to refill your Critical Meter.
Advice: Once you learn the benefits of unleashing Critical hits on foes, place this perk in with your V.A.T.S.-improvement perks. Though the chance to refill your meter is low, it still usually happens 1 in 6 or 7 chances at Rank 3, each time an enemy is killed in V.A.T.S. The number of enemies you face also determines the effectiveness of Psychopath; if you’re only facing one or two foes, this perk isn’t really viable, but for events or tackling hordes of foes, it can be a real help. Further augment your Criticals by partnering with Luck perks like Better Criticals and the similar but even more potent Four Leaf Clover. Also of note is Critical Savvy. This perk isn’t problematic when used with Psychopath (as Psychopath only has a chance of refilling your Critical meter), but the latter perk may negate Critical Savvy’s quicker refill ability by instantly filling the meter instead.
Quick Hands
Rarity: Uncommon
Level: 40
Ranks:
Points: 1, 2, 3, 4, 5
Description: Gain a 5%/10%/15%/20%/25% chance to instantly reload when your clip is empty.
Advice: This is a relatively high-level perk, with five ranks to think about merging together. The highest rank offers a one-in-four chance of an instant reload. Now you need to figure out whether your other Luck perks (as a Rank 5 Quick Hands costs 5 Luck points) are more or less helpful than a relatively small instant reload chance. Instant reloading is obviously helpful and becomes so in many different ways, depending on the type of weapon (e.g., shotguns and heavy guns take longer to reload, so they’re helped more by Quick Hands compared to Pistols). Remember your clip needs to be empty, so reloading midway through a clip negates this perk’s effectiveness. Also note the Strength perks Lock and Load and Scattershot, as well as the Perception perk Ground Pounder. Quick Hands doesn’t help or hinder these similar-sounding perks, but they should be seen as weapon-specific alternatives to Quick Hands if you can’t afford the Luck points cost.
Ricochet
Rarity: Rare
Level: 38
Ranks:
Points: 1, 2, 3, 4
Description: Gain a 5/10/15/20% chance to deflect back some of enemies’ ranged damage. (No PvP).
Advice: It is great for tank-like Vault Dwellers who prefer to charge into the fray, leaving foes no alternative but to fire on them, before (possibly) receiving a dose of their own medicine. Think of this as softening up targets you’re about to engage without needing to perform any maneuvers except standing there and hoping foes aren’t attacking with melee weapons or claws. Naturally, this is proficient against certain types of enemies, like Scorched and Super Mutants who favor ranged attacks, compared to foes who like to maul like Ghouls or most animals. The main drawback with this perk is that it’s effective only if you’re actively taking damage, so if you favor a hide-and-strike plan of attack, you may want to try a different perk. Finally, there are some similar perks that further negate enemy ordnance, like the Agility perk Dodgy.
Scrounger
Rarity: Uncommon
Level: 3
Ranks:
Points: 1, 2, 3
Description: 40/60/80% chance to find extra ammo when you “Search” an ammo container.
Advice: This is one of the first Luck perks you’re likely to come across. It increases your ammunition gathering every time you dip a hand into an ammo container, so focus your foraging on those. This allows you to keep your always-depleting supplies of ammunition higher than normal, after which you can use these in your guns or break them down and employ them at a Tinker’s Workbench when you make your own ammo —once you decide on a type of gun that you want to use. The drawback is that the ammo type you find is random; regardless, this is a good perk to have, even if you’re using melee weapons and not collecting ammunition at all, as any ammunition can be sold or given to a needy teammate.
Serendipity
Rarity: Uncommon
Level: 5
Ranks:
Points: 1, 2, 3
Description: While below 30% Health, gain a 15%/30%/45% chance to avoid damage.
Advice: This is ostensibly a perk that you utilize during the initial stages of your Appalachian experience, keeping you alive as you figure out exactly how to survive and before you’ve crafted or found some better armor and proficient use of health chems. Naturally, being low on health is dangerous, but having a nearly 1 in 2 chance (at Rank 3) of shrugging off any attack is pretty powerful. If you’re finding this helpful, partner Serendipity with the high-level Intelligence perk Nerd Rage. At Rank 3, Nerd Rage offers 40% Damage Resistance, and with this, it stacks to 85%!However, this is one of the few perks that may actively clash with others. The Endurance perk Photosynthetic and the Agility perk Born Survivor affect Serendipity negatively, so pick one over the others. Think about employing this with other perks that also offer bonuses for those low on Health, like the Agility perk Dead Man Sprinting. The Endurance perk Life Giver is another one to think about partnering Serendipity with, as this effectively ups your health even at low levels, allowing you to survive for longer, though it’s not available for a long while.
Starched Genes
Rarity: Common
Level: 30
Ranks:
Points: 1, 2
Description: Less/no chance for you to mutate from Rads or for Radaway to cure mutations.
Advice: This offers a dichotomy of two opposing choices—for the mutation lover or hater! If you dislike mutations, then this keeps you “cleansed” from contracting them and their sometimes wonderful, sometimes problematic effects. However, if you’re intrigued by mutations and you’ve already contracted one you want to keep, pick this; when ridding yourself of radiation poisoning with RadAway, the chem won’t get rid of the mutation as it normally does. Now that you’re able to permanently “keep” your mutation, why not make it more potent with the Charisma perk Strange in Numbers, as well as the Luck perk Class Freak.
Storm Chaser
Rarity: Common
Level: 35
Ranks:
Points: 1, 2
Description: Gain health regeneration/high health regeneration while outside during rain or Rad Storms.
Advice: As long as it’s raining “something” down on your head, and you’re wanting freedom from Stimpak use with a penchant for reckless behavior, why not investigate areas during inclement weather? There’s relatively little else to worry about, though you must shelve the perk when different weather is in effect. If no rainfall is occurring where you are, seek higher ground and look for weather systems in the distance. If you spot clouds (of rain or radiation), then Fast-Travel there to take advantage of the environmental situation. If this investigation is taking place during a Rad Storm, think about using the Endurance perk Ghoulish to keep your cheeks even rosier, even as the conditions worsen.
Super Duper
Rarity: Uncommon
Level: 50
Ranks:
Points: 1, 2, 3, 4
Description: When you craft anything, there is a 10%/20%/30%/40% chance you’ll get double results!
Advice: This perk doesn’t become available until you’re at a high level, but its positive effects are undeniable: almost a 50/50 chance (at Rank 4) that you’ll double your item count when crafting an item. Remember this includes the following: - Armor Workbench: Clothing, Heavy Armor, Helmets, Light Armor, Nuked Flora, Sturdy Armor, and Under Armor. - Chemistry Station: Water, Ammo , Drugs, Energy Ammo , Grenades, Healing, Mutation Serums, Nuked Flora, and Smelting items. - Cooking Station: Drink, Food, Healing, Meat, Plants, Prepared, and Utility items. - Power Armor Station: Enclave, Excavator, Raider, T-45, T51b, T-60, Ultracite, and X-01 Prototype Power Armors. - Tinker’s Workbench: Ammo , the Phantom Device, Energy Ammo , Explosive Ammo , Grenades, Mines, and Traps. - Weapons Workbench: Blunt Melee, Edged Melee, Energy Guns, Exotic Weapons , Heavy Guns, Launchers, Machine Guns, Pipe Guns, Throwing Weapons , and Ultracite Weapons . That’s quite a collection! Remember this perk is usually shelved until you’re on a workbench or station, and it’s well worth using just before crafting something particularly valuable or something that has required some considerable raw-material scavenging to get the components for. Further this perk’s potency (and number of items) by applying other crafting perks to it, such as the Agility perk Ammosmith, Home Defense, the Intelligence perks Armorer, Chemist, Exotic Weapons , Power Smith, and Science. Phew! This is the point where you become the finest crafter in Appalachia!
Tormentor
Rarity: Rare
Level: 37
Ranks:
Points: 1, 2, 3, 4
Description: Your rifle attacks have a 3%/6%/9%/12% chance of crippling a limb.
Advice: Do you need a chance at some specific crippling damage (which is normally only applied during V.A.T.S. once the Perception perk Concentrated Fire is active)? Do you like using rifles (of any type, though this perk seems to be suited to sniper rifles, although automatic rifles with a rapid fire capacity tend to cripple more frequently)? Are you hoping to hobble a foe into reducing their speed (including humans) by crippling a leg or winging them in the arm and preventing them from aiming their weapons as proficiently? Are you concentrating on rifles over other weapon types? If you answered yes to any of these questions, then the Tormentor perk is for you: Not only that, but also a proficiency in rifles (mainly the Perception perks like Commando, Ground Pounder, Long Shot, Rifleman, or Tank Killer) makes the chances of a foe surviving your onslaught even less probable! Finally, remember this also works in V.A.T.S.!
Woodchucker
Rarity: Common
Level: 17
Ranks:
Points: 1, 2, 3
Description: Collecting wood yields 50%/100%/200% more.
Advice: Wood is a staple building block for your C.A.M.P. and to a lesser extent some of your crafting, such as for boiling water. Once you ascertain how much wood you usually use (it can be a lot when building your first C.A.M.P.), and you want to spend less time scavenging for it, then have this perk active. It’s much more helpful early on in your exploration when you’re searching the woods for logs to utilize as the floors and walls of your abode. Later on, you may have automated resource management at a C.A.M.P. or workshop to take over this scavenging duty (some workshops also allow wood gathering to be accrued as a resource).