There are many items in Fallout 76, including: Ammunition, Armor and clothing, Consumables, Plans, Recipes, Keys, Magazines, Weapons, Bobbleheads, and Junk items.
Ammunition or ammo is the term used for expendable ordnance material used in charging firearms of all kinds; such as powder, balls, shot, shells, percussion caps, rockets, missiles, energy, etc. The purpose of ammunition is to project force against a selected target or area.
All ammo has weight in Fallout 76 like in the survival modes of Fallout: New Vegas and Fallout 4. This weight can be reduced with the appropriate perks which will reduce the weight of a particular type of ammo. The level of the player character determines how many and which types of ammo may appear in containers or on defeated enemies. However, there are certain types of ammo that will only appear at specific locations. There is plenty of ammo scattered throughout Appalachia, but if one has the caps and doesn’t feel like venturing out to find more, it can be purchased from both tradersand ammunition vending machines. Ammo can also be crafted at a tinker’s workbench with the appropriate materials.
Some types of ammunition can also be enhanced with ultracite. This makes it more deadly against enemies affected by the Scorched Plague. Ultracite ammunition can only be used by weapons which have been modified with a prime receiver.
Best place to buy Fallout 76 Caps
Name | Weapons using this ammo | Weight | Value | Type |
---|---|---|---|---|
.308 round |
|
0.006 | 2 | Standard |
Ultracite | ||||
.38 round |
|
0.003 | 1 | Standard |
Ultracite | ||||
.44 round |
|
0.004 | 3 | Standard |
Ultracite | ||||
.45 round |
|
0.003 | 2 | Standard |
Ultracite | ||||
.50 caliber ball |
|
0.1 | 5 | Standard |
.50 round |
|
0.005 | 5 | Standard |
Ultracite | ||||
10mm |
|
0.005 | 1 | Standard |
Ultracite | ||||
5.56mm round |
|
0.005 | 2 | Standard |
Ultracite | ||||
5mm round |
|
0.001 | 1 | Standard |
Ultracite | ||||
Cannonball |
|
1 | 8 | Standard |
Crossbow bolt |
|
0.06 | 8 | Standard |
Ultracite | ||||
Flare |
|
0.1 | 1 | Standard |
Harpoon |
|
0.2 | 1 | Standard |
Paddle ball string |
|
0.01 | 1 | Standard |
Railway spike |
|
0.2 | 1 | Standard |
Ultracite | ||||
Shotgun shell |
|
0.006 | 2 | Standard |
Ultracite | ||||
Syringer ammo |
|
0.005 | 1 | Standard |
In Fallout 76 the wardrobe system allows the player character to piece together their outfit from a variety of clothing and armor choices. The system is broken up into 9 slots, and 4 layers:
Armor condition returned in Fallout 76 so each armor piece or outfit has a condition. When the condition of any piece deteriorates to 0, it breaks and will offer no protection. Broken armor and clothing can be repaired using scrap at any armor workbench.
Many of the armor and clothing also have minimum level requirements before they can be equipped, including power armor parts. Power armor chassis are not leveled, so removing higher level parts will allow entry.
Characters can enter power armor wearing any combination of clothing, adding an additional layer of armor. However, wearing power armor nullifies all bonuses provided by the lower layers.
Each part has a level requirement, meaning player characters cannot enter a power armor chassis with parts higher than their own level. Power armor chassis have no level requirement, so removing leveled parts will allow entry.
Power armors available under level 50 have multiple level versions. See pages for those armors for values at higher levels.
To get out of a power armor frame, one must press and hold the same button pressed to get into it, so “E” (PC), “X” (PS4) or “A” (Xbox One).
Image | Name | Level | Dam Resist | Eng Resist | Rad Resist | Weight | Value | Effect | Mods |
---|---|---|---|---|---|---|---|---|---|
Power armor chassis | — | 60 | 60 | 60 | 10 | — | +10 Strength | No |
Image | Name | Level | Dam Resist | Eng Resist | Rad Resist | Weight | Value | Effect | Mods |
---|---|---|---|---|---|---|---|---|---|
Raider power helm | 15 – 45 | 24 – 51 | 24 – 51 | 24 – 51 | 10 | — | N/A | Yes | |
Excavator helm | 25 – 45 | 24 – 36 | 24 – 36 | 35 – 55 | 10 | — | N/A | Yes | |
T-45 helm | 25 – 45 | 34 – 54 | 34 – 54 | 34 – 54 | 11 | — | N/A | Yes | |
T-51 helm | 30 – 50 | 45 – 68 | 45 – 68 | 27 – 48 | 11 | — | N/A | Yes | |
T-60 helm | 40 – 50 | 50 – 60 | 45 – 55 | 50 – 60 | 11 | — | N/A | Yes | |
X-01 helm | 40 – 50 | 50 – 60 | 56 – 68 | 56 – 68 | 12 | — | N/A | Yes | |
Ultracite helm | 50 | 68 | 59 | 59 | 12 | — | N/A | Yes |
Image | Name | Level | Dam Resist | Eng Resist | Rad Resist | Weight | Value | Effect | Mods |
---|---|---|---|---|---|---|---|---|---|
Raider power chest piece | 15 – 45 | 40 – 86 | 40 – 86 | 40 – 86 | 14 | — | N/A | Yes | |
Excavator torso | 25 – 45 | 42 – 60 | 42 – 60 | 59 – 91 | 15 | 113 | N/A | Yes | |
T-45 chest piece | 25 – 45 | 58 – 90 | 58 – 90 | 58 – 90 | 16 | 92 | N/A | Yes | |
T-51 chest piece | 30 – 50 | 75 – 114 | 75 – 114 | 46 – 65 | 17 | 91 | N/A | Yes | |
T-60 chest piece | 40 – 50 | 84 – 100 | 79 – 95 | 100 – 115 | 18 | 114 | N/A | Yes | |
X-01 torso | 40 – 50 | 82 – 98 | 94 – 113 | 94 – 113 | 19 | 227 | N/A | Yes | |
Ultracite torso | 50 | 113 | 98 | 98 | 20 | 171 | N/A | Yes |
Image | Name | Level | Dam Resist | Eng Resist | Rad Resist | Weight | Value | Effect | Mods |
---|---|---|---|---|---|---|---|---|---|
Raider power left arm | 15 – 45 | 24 – 51 | 24 – 51 | 24 – 51 | 10 | — | N/A | Yes | |
Excavator left arm | 25 – 45 | 24 – 36 | 24 – 36 | 35 – 55 | 11 | 61 | N/A | Yes | |
T-45 left arm | 25 – 45 | 34 – 54 | 34 – 54 | 34 – 54 | 12 | 60 | N/A | Yes | |
T-51 left arm | 30 – 50 | 45 – 68 | 45 – 68 | 27 – 48 | 12 | 79 | N/A | Yes | |
T-60 left arm | 40 – 50 | 50 – 60 | 45 – 55 | 50 – 60 | 12 | 90 | N/A | Yes | |
X-01 left arm | 40 – 50 | 50 – 60 | 56 – 68 | 56 – 68 | 13 | 162 | N/A | Yes | |
Ultracite left arm | 50 | 68 | 59 | 59 | 13 | 32 | N/A | Yes |
Image | Name | Level | Dam Resist | Eng Resist | Rad Resist | Weight | Value | Effect | Mods |
---|---|---|---|---|---|---|---|---|---|
Raider power right arm | 15 – 45 | 24 – 51 | 24 – 51 | 24 – 51 | 10 | — | N/A | Yes | |
Excavator right arm | 25 – 45 | 24 – 36 | 24 – 36 | 35 – 55 | 11 | 61 | N/A | Yes | |
T-45 right arm | 25 – 45 | 34 – 54 | 34 – 54 | 34 – 54 | 12 | 60 | N/A | Yes | |
T-51 right arm | 30 – 50 | 45 – 68 | 45 – 68 | 27 – 48 | 12 | 81 | N/A | Yes | |
T-60 right arm | 40 – 50 | 50 – 60 | 45 – 55 | 50 – 60 | 12 | 90 | N/A | Yes | |
X-01 right arm | 40 – 50 | 50 – 60 | 56 – 68 | 56 – 68 | 13 | 162 | N/A | Yes | |
Ultracite right arm | 50 | 68 | 59 | 59 | 13 | 32 | N/A | Yes |
Image | Name | Level | Dam Resist | Eng Resist | Rad Resist | Weight | Value | Effect | Mods |
---|---|---|---|---|---|---|---|---|---|
Raider power left leg | 15 – 45 | 24 – 51 | 24 – 51 | 24 – 51 | 12 | — | N/A | Yes | |
Excavator left leg | 25 – 45 | 24 – 36 | 24 – 36 | 35 – 55 | 11 | 81 | N/A | Yes | |
T-45 left leg | 25 – 45 | 34 – 54 | 34 – 54 | 34 – 54 | 14 | 49 | N/A | Yes | |
T-51 left leg | 30 – 50 | 45 – 68 | 45 – 68 | 27 – 48 | 14 | 77 | N/A | Yes | |
T-60 left leg | 40 – 50 | 50 – 60 | 45 – 55 | 50 – 60 | 14 | 108 | N/A | Yes | |
X-01 left leg | 40 – 50 | 50 – 60 | 56 – 68 | 56 – 68 | 15 | 162 | N/A | Yes | |
Ultracite left leg | 50 | 68 | 59 | 59 | 15.0 | 32 | N/A | Yes |
Image | Name | Level | Dam Resist | Eng Resist | Rad Resist | Weight | Value | Effect | Mods |
---|---|---|---|---|---|---|---|---|---|
Raider power right leg | 15 – 45 | 24 – 51 | 24 – 51 | 24 – 51 | 12 | — | N/A | Yes | |
Excavator right leg | 25 – 45 | 24 – 36 | 24 – 36 | 35 – 55 | 11 | 81 | N/A | Yes | |
T-45 right leg | 25-45 | 34-54 | 34-54 | 34-54 | 14 | 49 | N/A | Yes | |
T-51 right leg | 30-50 | 50-68 | 45-68 | 27-48 | 14 | 105 | N/A | Yes | |
T-60 right leg | 40-50 | 50-60 | 45-65 | 50-60 | 14 | 108 | N/A | Yes | |
X-01 right leg | 50 | 60 | 68 | 68 | 15 | 162 | N/A | Yes | |
Ultracite right leg | 50 | 68 | 59 | 59 | 15.0 | 32 | N/A | Yes |
Many foods and drink items found in Appalachia are slightly irradiated and can give the player character radiation poisoning. Many also carry the chance of disease.
Food: Some food items can be planted in player settlements to increase the settlement’s food supply. Uneaten meat and vegetables will spoil over time and then have a greater chance of causing disease.
Soups: Soups satisfy both hunger and thirst and have some of the lowest chances of causing disease.
Drinks: These consumable items can heal the player, temporarily change the player’s SPECIAL stats and add various other unique effects. Some of these drinks can be crafted at chemistry stations found across Appalachia. When drinking alcoholic consumables such as beer and wine, there’s a chance the player can become addicted, which will result in decreased stats until the addiction is cured. To prevent addiction, the Professional Drinker perk must be leveled.
The biggest change from previous games is the fact the player can only be under the effects of a single chem at any given time. Chems in Fallout 76 also differ in that taking multiple chems of the same type at once does not increase their duration. Different chems can restore Hit Points, slow time, temporarily change the player’s SPECIAL stats and a variety of other effects. Many of these chems can be crafted at chemistry stations located all across Appalachia. A variety of chems can be bought from medical supplies vending machines. It is possible to become addicted to some chems, which will result in decreased stats until the addiction is cured by Addictol or Tasty radscorpion egg omelette.
Image | Name | Effect | Food | Water | Weight | Value | Addiction | Recipe |
---|---|---|---|---|---|---|---|---|
Addictol | Cure all addictions | -1% | -5% | 0.1 | 125 | No | No | |
Antibiotics | Cure disease, 50% more disease resistant for ? minutes | -3% | -5% | 0.25 | 40 | No | Yes | |
Berry Mentats | INT +5, highlights living targets (5m) | -0% | -3% | 0.25 | 35 | Yes | Yes | |
Blood pack | 10 Rads 50 HP |
0% | 0% | 0.25 | 20 | No | Yes | |
Buffout | STR +2, END +2, Max HP +25 (5m) | -1% | -3% | 0.25 | 30 | Yes | ||
Bufftats | STR +3, PER +3, END +3, Max HP+40 (5m) | -1% | -3% | 0.25 | 8 | Yes | Yes | |
Calmex | AGI +3, PER +3, +15% to sneak attacks for 5 minutes | 0% | -3% | 0.25 | 80 | |||
Daddy-O | INT +3, PER +3, CHR -2 (10m) | -0% | -3% | 0.25 | 40 | |||
Day Tripper | LCK +3, CHR +3, STR -2 (10m) | -0% | -3% | 0.25 | 30 | |||
Detoxing salve | 0.25 | 15 | ||||||
Disease cure | Cures one disease | -1% | -3% | 0.25 | 0 | No | Yes | |
Fury | Melee Damage +30%, DMG Resist+25, PER -5 (3m) | -3% | -3% | 0.25 | 40 | Yes | Yes | |
Glowing blood pack | Yes | |||||||
Grape Mentats | CHR +5, better barter rates | -0% | -3% | 0.25 | 35 | Yes | Yes | |
Healing salve | +20% HP | 0.5 | 20 | No | Yes | |||
Insect repellent |
Reduces damage from insects by 15% for 30 minutes. | 0% | 0% | 0.5 | 20 | ? | ? | |
Lunchbox | 0.1 | 0 | ||||||
Med-X | DMG Resist +25 | -1% | -3% | 0.25 | 40 | Yes | ||
Mentats | INT +2, PER +2 (5m) | -0% | -3% | 0.25 | 30 | Yes | Yes | |
Orange Mentats | PER +5, VATS accuracy +10% (5m), Water -3% | -0% | -3% | 0.25 | 35 | Yes | Yes | |
Overdrive | +15% Damage, +15% Critical Damage (3m) | -3% | -3% | |||||
Psycho | DMG Resist +25, Damage +15% (3m) | -1% | -3% | 0.25 | 30 | Yes | ||
Psychobuff | Damage +25%, STR +3, END +3, Max HP +65 (3m) | -3% | -3% | 0.25 | 40 | Yes | Yes | |
Psychotats | DMG Resist +15, PER +3 (3m) | -1% | -3% | 0.25 | 40 | Yes | Yes | |
Rad-X | Rad Resist +100 (10m) | -0% | -3% | 0.25 | 25 | No | Yes | |
Rad-X (diluted) | Rad Resist +50 (10m) | -0% | -3% | 0.25 | 15 | No | Yes | |
RadAway | Rads -300, Disease Resist -50%, Chance to cure mutations | -1% | -3% | 0.25 | 25 | No | Yes | |
RadAway (diluted) | Rads -150, Disease Resist -50%, Chance to cure mutation | -1% | -3% | 0.25 | 15 | No | Yes | |
RadShield | 300 Radiation Resistance (15 mins) | -0% | -3% | 0.25 | 80 | No | Yes | |
Refreshing beverage | Removes all rads and cures addictions | -?% | 0% | 0.5 | 80 | Yes | ||
Stimpak | HP +40% (burst), HP +20% (slow) | -0% | -0% | 1 | 40 | No | Yes | |
Stimpak (diluted) | HP +20% (burst), HP +10% (slow) | -0% | -0% | 0.5 | 15 | No | Yes | |
Stimpak (super) | HP +80% (burst), HP +40% (slow) | -0% | -0% | 1.5 | 60 | No | Yes | |
X-cell | STR +2, PER +2, END +2, CHR +2, INT +2, AGI +2, LCK +2 | -1% | -3% | 0.18 | 4 |
In Fallout 76, picking up holodisks or paper notes will add them to the “HOLO” or “NOTES” categories of your Pip-Boy’s “ITEM” tab.
Plans are blueprints used to construct weapons, armor, mods and workshop/C.A.M.P. items. Plans can be found scattered through Appalachia, both in containers and out in the open. Some can also be purchased from vendors, given as quest rewards, or bought from the Atomic Shop. Many plans are random, while others respawn at fixed locations. Plans that appear inside of building interiors have a chance of spawning every time the building is re-entered.
Recipes are items in Fallout 76. Recipes are blueprints used to prepare consumable items. Recipes can be found scattered through Appalachia, both in containers and out in the open. Some can also be purchased from vendors, or given as quest rewards. Many recipes are random, while others respawn at fixed locations. Recipes that appear inside of building interiors have a chance of spawning every time the building is re-entered.
Name | Weight | Value | Related quest | Creation Kit ID |
---|---|---|---|---|
Atomic Command | 0 | 0 | ||
Automatron | 0 | 0 | ||
Grognak & the Ruby Ruins | 0 | 0 | ||
Nuka Tapper | 0 | 0 | Reclamation Day | |
Pipfall | 0 | 0 | ||
Wastelad | 0 | 0 | ||
Zeta Invaders | 0 | 0 |
Keys in Fallout 76 open specific doors or containers, some of which are inaccessible otherwise. Keys and key cards are found in the open in the game world or in containers, or on corpses. Passwords are found on notes, on computer terminals or given in prerecorded messages or on holotapes heard during quests. Quest related keys will typically not spawn unless the quest is active, for instance, the Dyer Chemical ID card for the quest Tracking Unknowns. Keys, once collected cannot be removed from inventory or placed in stash; however, they weigh nothing.
Img | Name (G.E.C.K. ID) | Opens | Found / in possession of | Related quest | Base ID |
---|---|---|---|---|---|
Assaultron recall keycard P01B_Wolf_RecallKey |
Accesses Bysshe remote robotics terminal at the Pylon ambush site | Garrahan Estate – in the Wolf’s cache on the top floor. (Additional copies may also be fabricated using a recipe.) | Wolf in Sheep’s Clothing | 003fbf36 | |
Assembly password P01B_Lying_02_Password |
Assembly platform terminal at Van Lowe Taxidermy | Van Lowe Taxidermy | The Lowe-Down | 003f073f | |
Burrows old tunnel key UD002_OldTunnelKey |
Jail door in the Burrows | The Burrows, on a drawer. | Waste Management | 00453aa7 | |
Cindy’s diary key CUT_P01B_Mini_Squatch01_CindysKey |
Cindy’s diary | A Perfect Getaway | 003f1861 | ||
Colin van Lowe’s password P01B_Lying_OfficeTerminalKey |
Office terminal | Obtained during quest | Unsolved: Tracking Terror | 00478de4 | |
Distillery supply password P01A_Nukashine_DistillerySupplyPassword |
Distillery supply terminal to open door in the Nukashine speakeasy. | Given after reading a terminal entryat Eta Psi House. | Wasted on Nukashine | 0046ecf3 | |
Nuka Cola marketing access code BMO_BunkerKey07_Ingram_Password_01 |
Terminal at the Ingram Mansion | Underneath the crashed plane, in a suitcase underneath the plane. | 003f1bd5 | ||
Paired keycard 01 BMO_BunkerKey07_Keycard01 |
ID card reader at the Overlook cabin | Kanawha Nuka-Cola plant, behind the door of a bathroom stall marked “out of order.” | 003f1b6c | ||
Paired keycard 02 BMO_BunkerKey07_Keycard02 |
ID card reader at the Overlook cabin | Tanagra Town, under a pillow on the second floor of a ruined house | 003f1b84 | ||
Room 123 BMO_BunkerKey07_MotelKey |
003f1bab | ||||
Safe key P01b_Robot_Key |
Nearby safe | Northeast of Welch, beyond the train tracks | 003f269d | ||
TNT dome key 7 BMO_BunkerKey07_BraxtonKey_final |
TNT dome 7 at Black Mountain Ordnance Works | Overlook cabin | 003f1b6f | ||
Spare operative keycard P01B_Lying_Master_Keycard |
Deactivates laser grid in Van Lowe Taxidermy | Lewisburg | The Lowe-Down | 003f0740 | |
Taxidermy storage key UD003_TaxidermyStorageKey |
Door in the taxidermy | Van Lowe Taxidermy | 00478d43 |
All magazines grant increases to relevant skills or damage for 1 hour (2 hours if using the Curator perk). Using a skill magazine consumes it, and another will need to be obtained to implement the increase again once the allotted time has elapsed. They function similarly to skill magazines in Fallout: New Vegas, which also provide temporary benefits. Most of the Fallout 76 magazines share identical titles and cover art from Fallout 4 magazines, however the bonuses they provide are frequently slightly different and temporary.
Similar to Vault-Tec bobbleheads, the magazines in Fallout 76 are randomized spawns over a number of locations. Magazines are susceptible to physics, so they may fall off platforms and may not be in the exact location listed below.
Location | Location description |
---|---|
Alpine River Cabins |
|
Appalachian Antiques |
|
Beckley | In the women’s bathroom of the gas station, behind a locked (Picklock 0) door. |
Big Al’s Tattoo Parlor |
|
Big B’s Rest Stop | Near the food serving area by the stairs in the rest stop building. |
Bolton Greens | On the front reception desk, beside the bell. |
Camden Park |
|
Camp Adams |
|
Camp Venture | On a set of shelves near the overseer’s cache in the command center. |
Charleston trainyard | In an open locker in the catwalk areas of the lower areas, near a terminal |
Cliffwatch | On a makeshift table near a locked (Picklock 2) safe. |
Cranberry glade | On a bench at the eastern end of one of the walkways. |
Dolly Sods wilderness |
|
The Giant Teapot |
|
Grafton Dam | Near some pipes in the SouthWest corner |
Horizon’s Rest | On a TV stand in one of the parts of the crashed plane |
Hornwright summer villa |
|
Hunter’s Ridge | Under a couch in the westernmost treehouse. |
Kanawha County Cemetery | In the church on a pew. |
Lewis & Sons Farming Supply |
|
Landview Lighthouse |
|
Mac’s farm | Inside the house on a makeshift table, on top of the left barrel supporting the wooden plank. |
Marigold Pavilion | To the left of the red dirty mattress on the second floor. |
Morgantown trainyard |
|
Mosstown | On a magazine rank in the eastern section, next to a locked (Picklock 3) safe |
Mountainside Bed & Breakfast |
|
New Appalachian central trainyard |
|
North Cutthroat camp |
|
Overlook cabin |
|
Philippi Battlefield Cemetery | Upstairs, on the floor by the display cases. |
Pi House | On the kitchen counter. |
Pioneer Scout Camp |
|
Pleasant Valley Ski Resort |
|
Pylon V-13 |
|
Ranger district office | On the floor in the room with the fireplace |
Relay tower EL-B1-02 | On top of a blue console against the western wall. |
Relay tower LW-B1-22 | Inside on the central terminal station |
Ripper Alley | In the small lookout tower |
Riverside Manor | In the upstairs guest bedroom, on a desk next to the guest bedroom terminal. |
Seneca Gang camp | On a seat near a steamer trunk. |
Silva homestead |
|
Solomon’s pond | Behind some stacked wooden crates in the southwestern shed which is near some workbenches. |
Sons of Dane compound |
|
Striker Row | On the wire mesh table beside the cooking station |
Torrance House |
|
Transmission station 1AT-U03 | Inside the tower, on the floor between two cardboard boxes near the industrial trunk. |
Treetops | On the second-to-top level, on a table next to a birdhouse. |
Twin Lakes | On a ledge next to a deflated boat. |
Tygart water treatment | On a table in the northeast corner of the fenced in area, next to a radio. |
Tyler County fairgrounds |
|
Uncanny Caverns |
|
Watoga Shopping Plaza |
|
The Whitespring golf club |
|
The Whitespring Resort | On a table on the upstairs porch of a dilapidated building north of the main resort (has one of the holotapes for a quest) |
Widow’s Perch | Near a cinder block on the floor below the workbenches. |
WV Lumber Co. |
|
All weapons in Fallout 76, ballistic, energy, explosive, melee, or unarmed have a randomly generated condition bar, the same weapon may have a different amount of condition and a different condition bar length. Player characters with higher Intelligence can craft weapons with larger durability bars. Players with higher Luck can influence the condition of found weapons.
Additionally, a weapon’s level determines the base damage output and condition of the weapon. An example would be the combat rifle having a base damage increase by increments of 4 between level 20 and 50 leaving an unmodified level 50 combat rifle to have an additional 12 base damage over the level 20 counterpart and having a slightly longer condition bar. Higher level weapons also have higher build and repair costs.
Base ID | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Gatling laser | 25 | 18 | 327.6 | 182 | 204 | 56 | ? | ? | ? | Fusion core | 500 | 18.45 | 198 | 10.73 | 000e27bc | |
35 | 21 | 382.2 | 182 | 204 | 56 | ? | ? | ? | Fusion core | 500 | 18.45 | 198 | 10.73 | |||
45 | 25 | 455 | 182 | 204 | 56 | ? | ? | ? | Fusion core | 500 | 18.45 | 198 | 10.73 | |||
Laser musket | ? | ? | ? | ? | ? | ? | ? | ? | ? | Fusion cell | ? | ? | ? | ? | 0001dacf | |
Laser gun | 5 | 19 | 76 | 40 | 120 | 72 | ? | ? | ? | Fusion cell | 30 | 3.3 | 49 | 14.8 | 00009983 | |
15 | ? | ? | 40 | 120 | 72 | ? | ? | ? | Fusion cell | 30 | 3.3 | 49 | 14.8 | |||
25 | ? | ? | 40 | 120 | 72 | ? | ? | ? | Fusion cell | 30 | 3.3 | 49 | 14.8 | |||
35 | ? | ? | 40 | 120 | 72 | ? | ? | ? | Fusion cell | 30 | 3.3 | 49 | 14.8 | |||
45 | 44 | 176 | 40 | 120 | 72 | ? | ? | ? | Fusion cell | 30 | 3.3 | 49 | 14.8 | |||
Acceptable Overkill | 45 | ? | ? | ? | ? | ? | ? | ? | ? | Fusion cell | 30 | 3 | 60 | ? | 0042b0cf | |
Ultracite Gatling laser | ? | ? | ? | ? | ? | ? | ? | ? | ? | Fusion core | ? | ? | ? | ? | 002ef66e | |
? | ? | ? | ? | ? | ? | ? | ? | ? | Fusion core | ? | ? | ? | ? | |||
Ultracite laser gun | 30 | 28 | 140 | 50 | 120 | 72 | ? | ? | ? | Fusion cell | ? | 3.3 | 134 | 40.61 | 00186171 | |
40 | 31 | 155 | 50 | 120 | 72 | 56 | ? | ? | Fusion cell | ? | 3.3 | 134 | 40.61 | |||
50 | 34 | 170 | 50 | 120 | 72 | ? | ? | Fusion cell | ? | 3.3 | 134 | 40.61 |
Unlike other Fallout games, the bobbleheads in Fallout 76 are consumables that provide temporary effects lasting one real-world hour. There are fixed locations for a bobblehead to spawn, although the one that does is randomized.
Name | Effect | Base ID |
---|---|---|
Bobblehead: Strength | When used, gain +2 Strength for 1 hour. | 0042fee6 |
Bobblehead: Perception | When used, gain +2 Perception for 1 hour. | 0042fedc |
Bobblehead: Endurance | When used, gain +2 Endurance for 1 hour. | 004fe4ee |
Bobblehead: Charisma | When used, gain +2 Charisma for 1 hour. | 004fe4ec |
Bobblehead: Intelligence | When used, gain +2 Intelligence for 1 hour. | 004fe4f4 |
Bobblehead: Agility | When used, gain +2 Agility for 1 hour. | 004fe4e3 |
Bobblehead: Luck | When used, gain +2 Luck for 1 hour. | 0042fed6 |
Name | Effect | Base ID |
---|---|---|
Bobblehead: Caps | Twice as likely to find better cap stashes for 1 hour. | 004fe4ea |
Bobblehead: Leader | When used, gain 5% more experience for 1 hour. | 0042fed2 |
Bobblehead: Lock Picking | When used, it increases the lockpicking “sweet spot” by 30% for 1 hour. | 0042fed4 |
Bobblehead: Medicine | When used, it increases stimpak healing by 30% for one hour. | 0042fed8 |
Bobblehead: Repair | When used, fusion cores last 30% longer for 1 hour | 0042fede |
Bobblehead: Science | +1 guess when hacking a terminal for 1 hour. | 0042fee0 |
Bobblehead: Sneak | When used, 30% harder to detect while sneaking for 1 hour. | 0042fee4 |
Name | Effect | Base ID |
---|---|---|
Bobblehead: Big Guns | +20% damage with heavy guns for 1 hour. | 004fe4e8 |
Bobblehead: Energy Weapons | +20% damage with energy guns for 1 hour. | 004fe4f0 |
Bobblehead: Explosive | +30% damage with explosives for 1 hour. | 004fe4f2 |
Bobblehead: Melee | +10% more damage with melee weapons for 1 hour. | 0042feda |
Bobblehead: Small Guns | +20% more damage with ballistic guns for 1 hour. | 0042fee2 |
Bobblehead: Unarmed | +25% more damage with unarmed attacks for 1 hour. | 0042fee8 |
Bobbleheads in Fallout 76 no longer spawn at a set location each time. Instead, they are randomized across a set number of locations. Bobbleheads are susceptible to physics, so they may fall off of platforms and may not be in the exact location.
Location | Location description |
---|---|
98 NAR Regional | Inside an overturned train car on the west side of the tracks which can be entered from the bottom. |
AMS testing site | Between the two fusion generators behind the building containing the power armor stations. |
Appalachian Antiques |
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Autumn Acre cabin | On the desk next to a coffee cup. |
AVR Medical Center |
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Bastion Park |
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Belching Betty | In a storage room above the emergency beacon, on a metal shelf. |
Big B’s Rest Stop | Under the bed on the roof of the rest stop building. |
Black Bear Lodge | The basement, in the furthest room from the stairs. |
Blackwater Mine | On top of the entrance building to the mine. |
Bolton Greens | Top floor, on an end table in the bedroom. |
Camden Park |
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Camp Venture |
|
Clancy Manor | On the roof of the house. |
Crevasse Dam | In a sink on the ground floor, in the same room as the Thanks Lenny holotape. |
The Crosshair |
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Darling sister’s lab | On the roof of the trailer, next to the gramophone. |
Dolly Sods wilderness |
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Drop site V9 | On the counter behind the security gate inside the building. |
Dyer Chemical | In the corner to the left of the Chemistry Station. |
Emmett Mountain disposal site | In a sink by the showers near the entrance to the interior. Behind three barrels in the eastern shed. |
Firebase Major | On a wooden crate inside the tent. |
Flooded trainyard | On the desk in the control tower. |
Fujiniya Intelligence Base |
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The General’s Steakhouse |
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Greg’s Mine Supply | On the second floor of the mine supply, on a desk to the left of Greg’s terminal. |
Horizon’s Rest | In the airliner’s cockpit. |
Huntersville | The hardware store, on a floorboard sticking out of the second level. |
Johnson’s Acre |
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Kanawha Nuka-Cola plant | In the blue maintenance hut. In the upstairs Snackability R&D laboratory. In a locker room between the two largest chambers. |
Lady Janet’s Soft Serve | On the roof of the trailer. |
Landview Lighthouse | In the window on the level just below the top of the lighthouse. |
Lewis & Sons Farming Supply |
|
Lost home | In a blue box on the roof where the two deck chairs are |
Marigold Pavilion | On the second floor, sitting on a floorboard sticking up. |
Middle Mountain Cabins | On the desk next to the Pioneer Scout terminal in the southern cabin. |
Monongah | On a shelf behind a locked door leading to a supply shed attached to one of the houses. |
Morgantown Airport | In one of the quarantine tents sitting next to a med kit. |
Morgantown trainyard | In the control tower, on the terminal. |
Mountainside Bed & Breakfast |
|
NAR repair yard | In the control tower. |
National Isolated Radio Array | In the southeastern building, on a console. |
National Radio Astronomy Research Center | In the basement on a tool chest. |
Ohio River Adventures | On the control panel inside the boat docked at the pier. |
Overlook cabin | On a ledge on the hillside below the northwest wall of the parking lot (climb onto the rocks near the front of the blue car and look down). |
Pleasant Valley Ski Resort | On a table on a balcony (on the level above Vendor bot Resin). |
Portside Pub | On the roof. |
Poseidon Energy Plant WV-06 | On the roof of the plant at the end of the highest scaffolding. |
R&G Processing Services | On a cabinet shelf near a terminal, in an outdoor shed inside the fenced area. |
Ranger lookout | On the desk. |
Ranger district office | On the filing cabinet in Ranger Simon’s office on the northwestern side of the building. |
Relay tower HN-B1-12 | On a shelf inside of the building. |
Relay tower LW-B1-27 | Inside a locker. |
Ripper Alley | On a ledge at the back of the alley, near several bones and candles. |
Safe ‘n Clean Disposal | On a bulldozer seat, next to a skeleton. |
Sal’s Grinders | On a desk next to Sal’s personal terminal. |
Seneca Gang camp | On an end table near a steamer trunk. |
Silva homestead |
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South Cutthroat camp | Next to a couch inside a repurposed car chassis. |
Southhampton Estate |
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Spruce Knob | On a rock adjacent to the western observation area. |
Summersville Docks |
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Sunnytop Ski Lanes |
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Sutton | Behind two barrels on the roof of the liquor store. |
Sylvie & Sons logging camp | On a crate inside the tent with the gramophone. |
The Rusty Pick | At the end of the tunnels beneath the building, behind a barrel near an industrial trunk. |
Thunder Mountain power plant | On a console at the bottom of the reactor level, facing northeast. |
Top of the World | Second mezzanine level, on a shelf in the makeshift clothing shop opposite of the elevator. |
Torrance House | On the eastern edge of the roof, near two skeletons embracing. |
Treetops |
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Tyler County fairgrounds |
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Uncanny Caverns |
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US-13C Bivouac | In the back of the center tent, next to the back pathway. |
Vault-Tec Agricultural Research Center |
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Watoga Emergency Services | In the surgical suite with two dead Brotherhood members, third floor. |
Watoga High School |
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Watoga Municipal Center | By a locked terminal in a second floor office. |
Watoga Transit Hub |
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Wavy Willard’s Water Park |
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Wendigo cave | Halfway through the cave to the left, in an alcove near a skeleton handcuffed to a pole and a chair. |
West Tek research center | In the locked room near the entrance to the FEV tank storage area. (Keycard required for access,) |
Widow’s Perch | On the top of the billboard to the right after crossing the foot bridge. |
WV Lumber Co. | In the northernmost shed, behind a toppled file cabinet with a first aid box on top. |
Similar to Fallout 4, junk in Fallout 76 is collected and used primarily for crafting of settlement objects and equipment mods. New to Fallout 76 is the ability to craft armor and weapons from scratch using junk and plans. Junk is also used to repair settlements and equipment. Several intelligence perks reduce the amount of junk needed to repair objects and items.
All junk items consist of one or more components that can be acquired from scrapping junk at any workbench. Because components weight less than junk, it is recommended to scrap junk often to prevent becoming overencumbered. The scrap all junk option available at work benches will scrap all junk items in the player character’s inventory automatically, save for items which are used as ingredients for making something else, such as baseballs. Bulking Aluminum and Lead can save 0.5 and 1 weight respectively, so it is recommended to bulk them if you are saving a lot for later use.
Component | Name | Base Value | Weight | Rarity | Scrap scalar | Craftable Source | Base ID | Bulk | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Bulk Name | Bulk Amount | Bulk Weight | Bulk Weight Saved | Bulk Base Value | ||||||||
Acid | Waste acid | 0 | 0.05 | Rare | 001bf72d | Bulk acid | 15 | 0.75 | 0 | 64 | ||
Adhesive | Excess adhesive | 0 | 0.05 | Uncommon | 0 | Vegetable starch | 001bf72e | Bulk adhesive | 10 | 0.5 | 0 | 88 |
Aluminum | Aluminum scrap | 0 | 0.1 | Uncommon | Aluminum ore | 0006907a | Bulk aluminum | 10 | 0.5 | 0.5 | 82 | |
Antiseptic | Waste antiseptic | 6 | 0.1 | Rare | 001bf72f | |||||||
Asbestos | Raw asbestos | 6 | 0.1 | Rare | 000aec5c | |||||||
Ballistic fiber | Ballistic fiber scrap | 12 | 0.1 | Rare | 000aec5b | |||||||
Black titanium | Black titanium scrap | 6 | 0.1 | Black titanium ore | ???????? | |||||||
Bone | Bone shards | 0 | 0.05 | Common | 000aec5d | Bulk bone shards | 20 | 1 | 0 | 24 | ||
Ceramic | Ceramic scrap | 0 | 0.05 | Common | 000aec5e | Bulk ceramic | 15 | 0.75 | 0 | 46 | ||
Circuitry | Circuits | 6 | 0.1 | Rare | Telephone | 0006907b | ||||||
Cloth | Raw cloth | 0 | 0.05 | Common | 000aec5f | Bulk cloth | 30 | 1.5 | 0 | 38 | ||
Concrete | Concrete scrap | 0 | 0.05 | Common | 00106d99 | Bulk concrete | 15 | 0.75 | 0 | 28 | ||
Copper | Copper scrap | 0 | 0.1 | Uncommon | Copper ore | 0006907c | Bulk copper | 10 | 1 | 0 | 84 | |
Cork | Cork scrap | 0 | 0.03 | Uncommon | 000aec60 | Bulk cork | 10 | 0.3 | 0 | 34 | ||
Crystal | Crystal shards | 10 | 0.1 | Rare | Microscope | 0006907d | ||||||
Fertilizer | Raw fertilizer | 0 | 0.1 | Uncommon | Spoiled meat, spoiled fruit, spoiled vegetables | 001bf730 | Bulk fertilizer | 20 | 2 | 0 | 48 | |
Fiber optics | Fiber optics | 10 | 0.05 | Rare | Biometric scanner | 00069087 | ||||||
Fiberglass | Fiberglass spool | 8 | 0.05 | Uncommon | 000aec61 | |||||||
Flux | Cobalt flux, Fluorescent flux, Violet flux, Crimson flux, Yellowcake flux | Ultra rare | ||||||||||
Gears | Loose gears | 0 | 0.1 | Uncommon | 0006907e | Bulk gears | 10 | 1 | 0 | 80 | ||
Glass | Glass shards | 0 | 0.05 | Common | 00069085 | Bulk glass | 15 | 0.75 | 0 | 44 | ||
Gold | Gold scrap | 9 | 0.05 | Rare | Gold ore | 000aec62 | ||||||
Lead | Lead scrap | 0 | 0.1 | Uncommon | Lead ore | 000aec63 | Bulk lead | 20 | 1 | 1 | 40 | |
Leather | Raw leather | 0 | 0.05 | Common | 000aec64 | Bulk leather | 15 | 0.75 | 0 | 60 | ||
Nuclear material | Nuclear waste | 10 | 0.1 | Rare | Uranium ore | 00069086 | ||||||
Oil | Waste oil | 0 | 0.1 | Zero yield | 0 | 001bf732 | Bulk oil | 10 | 1 | 0 | 74 | |
Plastic | Molded plastic | 0 | 0.05 | Common | 0006907f | Bulk plastic | 10 | 0.5 | 0 | 26 | ||
Rubber | Raw rubber | 0 | 0.05 | Common | 00106d98 | Bulk rubber | 10 | 0.5 | 0 | 42 | ||
Screw | Loose screws | 0 | 0.03 | Uncommon | 00069081 | |||||||
Silver | Silver scrap | 7 | 0.05 | Uncommon | Silver ore | 000aec66 | ||||||
Spring | Loose springs | 0 | 0.1 | Uncommon | 00069082 | Bulk spring | 10 | 1 | 0 | 78 | ||
Steel | Steel scrap | 0 | 0.05 | Common | Iron ore | 000731a4 | Bulk steel | 30 | 1.5 | 0 | 36 | |
Ultracite | Ultracite scrap | 25 | 0.1 | Very rare | Ultracite ore | ???????? | ||||||
Wood | Wood scraps | 0 | 0.05 | Common | 000731a3 | Bulk wood | 30 | 1.5 | 0 | 32 |
Raw materials can be turned into bulk versions at a Tinker’s workbench. This costs a set number of the involved raw material to be bulked, plus two plastic to wrap it. There are only two materials that will reduce the weight of a junk item in your inventory or stash when compared to their non bulked counterpart. These two are aluminum, which will reduce the overall weight by 0.5, and Lead, which will reduce the overall weight by 1. Plastic technically experiences a weight reduction, but 2 of the 12 are consumed in the crafting recipe, leaving you with 10 plastic, which weigh the same unbulked.
It may appear when creating bulk items that you are saving space in your stash with each item, but that is because of the two plastic it costs to create each bulk item, giving you a gain of 0.1 weight with each bulk item, because they are consuming plastic.
Another advantage to creating bulk versions is the in-game robot merchants will buy bulk items but not individual raw materials. The disadvantage is the need for plastic which can be used up quickly if a large number of items are being bulked.