Gain a total of +30 to your maximum Health. Gain 12 Damage & Energy Resist (max 36) for each teammate, excluding you. Although it affects addictol and disease cure, the duration magnitude of these items is set to 0, so Chem Fiend has no impact. Gain +10% (max 60%) damage for 30s per kill. Gain +10% (max 60%) damage for 30s per kill. Food in your inventory will spoil 30% more slowly. All pistols now have 10% more range and more accuracy when sighted. Radiation now regenerates even more of your lost Health! Radiation now regenerates your lost Health. For details, please see the respective articles. Some crafting plans require specific perks to be used. You can craft Rank 3 energy gun mods. (No PvP). This perk requires 1 SPECIAL point to equip. The effects of pre-war alcohol are tripled. When you are on a team, gain 10% more XP. Gain a 6% chance to deflect back some of enemies' ranged damage. Gain +20 to Max Health between the hours of 6 p.m. and 6 a.m. Gain +40 to Max Health between the hours of 6 p.m. and 6 a.m. Gain health regen between the hours of 6 a.m. and 6 p.m. Gain improved Health regen between the hours of 6 a.m. and 6 p.m. A Mysterious Savior will more frequently appear to revive you when downed. Cards of higher rank are created by combining 2 identical cards of lower rank. In Power Armor, heavy guns gain excellent accuracy and ignore 45% armor. Collect twice as much when harvesting wood. Your non-automatic rifles now do +20% damage. Eating Human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores even more Health and hunger. swaps targets on kill with +10% damage to your next target. Your Luck is increased by 2 while under the influence of alcohol. With this new card-based system, you’re never locked into your choices. 60% chance to find extra first aid Chems when you "Search" a chem container. You have a better chance to find more caps when opening a caps stash. Buying and selling prices at vendors are now much better. (No PvP), Gain a 12% chance to deflect back some of enemies' ranged damage. V.A.T.S. When you are on a team, gain 15% more XP. Aim your gun at any Animal below your level for a 50% chance to pacify it. You are 25% harder to detect while sneaking. Gain +1 hacking skill, and terminal lock-out time is reduced. When adventuring alone, take 20% less damage and gain 30% AP regen. Improved focus and better sighted accuracy. Your bows and crossbows ignore 12% armor and have a 3% chance to stagger. When you craft anything, there is a 10% chance you'll get double results! Higher rank cards have greater effects. to lend a hand. Sprinting consumes 30% fewer Action Points. - … You drop a live grenade from your inventory when you die. The Blood Sacrifice legendary perk card is very much a team-focused perk. Gain 50 Damage and Energy Resistance while not wearing Power Armor. Players you revive come back with health regen for 15 seconds. Your non-automatic pistols now do +10% damage. Teammates hit by your flame weapons regen health briefly. Heavy guns gain a 12% stagger chance and a 12% chance to cripple a limb. Buying and selling prices at vendors are even better. Avoid 20% of incoming damage at the cost of 30 Action Points per hit. Your melee weapons ignore 75% of your target's armor. Each hit in V.A.T.S. Any kill in V.A.T.S. You can repair armor and Power Armor to 200% of normal maximum condition. Focus fire to gain more accuracy and damage per shot. 40% chance to find extra first aid Chems when you "Search" a chem container. While below 35% health, gain a 15% chance to avoid damage. Chance your equipped armor will greatly repair itself when struck. Aim your gun a creature below your level for a 75% chance to pacify it. 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. Less chance for you to mutate from rads or for Radaway to cure mutations. (No Power Armor). Stimpaks and RadAway will now work much more quickly. Up to a max of 3. Your armor breaks 60% more slowly and is cheaper to repair.