Fallout 76 loading screens

This page is a list of loading screen hints and slides found in Fallout 76.

In Fallout 76, the loading screens show information regarding the various perks, magazines, creatures, factions, and locations of the game. It also displays helpful game hints.

General hints

 * On October 23, 2077, in what came to be known as the "Great War", the world was engulfed in nuclear fire. In the United States, a fortunate minority escaped to the safety of great underground Vaults.
 * Despite being a land of incredible technological achievement, war and civil strife came to define much of American life by 2077, when things finally erupted into global nuclear Armageddon.
 * Workshops are areas that produce valuable resources. When claimed, you can build resource collectors and defenses to protect them from both dangerous creatures and hostile players.
 * Use the machinery at Mama Dolce's Food Processing to create cans of nutritious stew!
 * Durable, easy to carry, and quickly recognizable, the Nuka-Cola bottle cap is one of the most common currencies used by traders in post-war America.
 * In the event of your untimely demise, you can respawn at your C.A.M.P., a fast travel location, or outside the entrance of Vault 76.
 * Clothing can be worn over any armor pieces you have equipped. Travel Appalachia in style!
 * Go to the main menu and select Help to get detailed explanations on topics such as crafting, using the C.A.M.P., rules for PvP, and more.
 * Too much exposure to radiation can cause you to develop Mutations, which have both positive and negative effects.
 * Objectives and quest targets with a star icon next to them are being shared by your team leader. You are helping them complete this objective and will receive bonus awards when they do.
 * Want to start an event that will summon a Cargobot to drop off supplies? Load a US Government supply requisition holotape into an Emergency Broadcast Terminal.
 * Items with a double-diamond icon next to them are quest items for one of your teammates. Your teammate must pick up this item themselves, so let them know where it is!
 * Contracted a Mutation but want it gone? You can attempt to cure it by using RadAway.
 * Hacking a terminal requires you to have a number of Hacker perks equipped equal to the skill level of the terminal.
 * The safest way to store items and equipment is to place them in your Stash Box, which cannot be accessed by other players.
 * The Vault-Tec Assisted Targeting System, or V.A.T.S., grants the user increased combat precision and tactical awareness.
 * When you're building at a Workshop or C.A.M.P., you can store objects and build them again for free later. Stored objects continue to count towards your build budget.

Multiplayer

 * Team Deathmatch is timed. The highest scoring team within the time limit, or the first team to score 50 points, wins.
 * Eliminate enemy players to score points and bring victory for your side in Team Deathmatch!
 * The arenas for Team Deathmatch are randomly picked from one of the many locations within Appalachia
 * Each Quickplay PvE session features an Event that you and your team are tasked with completing.
 * Quickplay PvE matches you with other players, ready to face the challenges of Appalachia as a team.
 * Already grouped up with your friends? Quickplay PvE will match you all together.
 * The "Block For This Session" option will mute the selected player, block all invites, and hide your location on their map until you log off.
 * Outside of specific PvP events, players do reduced damage to other players until both sides have attacked each other.

Miscellaneous Armor

 * Thick layers of animal hide makes Leather Armor particularly suited to protecting against energy damage.
 * Wearing a Gas Mask or Hazmat Suit will eliminate the risk of Disease from sources like smoke inhalation and being submerged in water.
 * Outclassed by only Power Armor, every piece of Marine Combat Armor provides exceptional protection in nearly every battlefield scenario.
 * If you're worried your Vault Suit doesn't offer enough protection, you can mix and match pieces of all armor types and wear them directly over it.

Creatures

 * What's worse than walking through the forest and getting munched on by a Tick? Walking through a post-apocalyptic Appalachia and getting munched on by a giant, mutated, irradiated Tick.
 * Few creatures, real or imagined, terrify West Virginians quite like the Wendigo. Possessing alarming speed, razor-sharp claws and an insatiable hunger for raw flesh, it is truly the stuff of nightmares.
 * A horrifying result of experiments with the Forced Evolutionary Virus, the Snallygaster has six legs, numerous eyes along its back, and an extended tongue covered in acidic goo.
 * Stingwings can use their impressive speed and poisoned stingers to wear down opponents, but a well-placed hit or two can shatter their fragile bodies.
 * While there are actually several Mirelurk species, most are heavily armed and aggressive. If facing one in combat, try to aim for an unprotected area, like the face.
 * The Scorched are human beings afflicted by a strange condition known as the Scorched Plague, and are now controlled by a violent hive mind. But what is the Plague's source? And can it be stopped?
 * While out in the open, Mole Rats can burrow underground in seconds. This allows them to set up ambushes or escape from predators with alarming speed.
 * The source of endless fireside horror stories, the Grafton Monster is said to be a lumbering, pale, headless horror that wanders the woodlands of Grafton, West Virginia.
 * Creatures will sometimes band together in a Horde, led by a powerful Alpha creature. Defeat the Alpha to stop the Horde from spawning more creatures.
 * According to local folklore - as well as a statue and museum in Point Pleasant, West Virginia - the Mothman is a terrifying half-man, half-moth hybrid. Pray you never encounter it and learn the truth.
 * Mutant Hounds are typically raised and trained by Super Mutants, who use them as vicious guard and attack dogs.
 * The Honey Beast is a horribly mutated honey bee that can attack by releasing dangerous insect swarms. Fortunately, it is particularly vulnerable to both heat and cold attacks.
 * In pre-war West Virginia, near the town of Flatwoods, many claimed to see a dark, mysterious figure with glowing eyes. Was this Flatwoods Monster some kind of demon? Or something far worse?
 * The enormous Mega Sloth is peaceful by nature, but highly protective of its territory. It's also not nearly as slow as one might expect.
 * Radstags have a natural fear of predators and are likely to run as soon as they see you. If cornered, they can employ their sharp hooves to surprisingly deadly effect.

Robots

 * Late in 2060, the U.S. military deployed their unmanned Cargobots all over Appalachia. They proved ideal for providing reconnaissance and delivering supplies in even the most hostile conditions.
 * While RobCo's Protectron robots were meant to replace human workers in areas that were deemed too dangerous, many people in Appalachia actually saw them as a threat to their jobs.
 * General Atomics International built the Miss Nanny robot as a female counterpart to the Mister Handy. Both are equally adept in their duties and feature the same interchangeable parts.
 * Rover the robot needs to repair the communications uplink. Protect him until his work is complete.
 * The pride of General Atomics International, the Mister Handy was designed as the ultimate domestic servant. If needed, however, his various attachments can be used for defense.
 * The Sentry Bot was designed for one purpose: security through overwhelming firepower. Its only real weakness is the short "cool down" phase after attacking, when its fusion core is most vulnerable.
 * Realizing their robots’ enormous military potential, General Atomics International developed the Mister Gutsy as a powerful wartime equivalent to the Mister Handy.

Crafting

 * The Chemistry Station allows you to craft useful chems and medicines.
 * Sometimes a craftable version of an item will be unlocked by scrapping it, consuming it, or when you pick it up for the first time.
 * Over-encumbered? Scrap all your Junk items at a crafting workbench. You'll still have the same crafting components the Junk items would have given you, at a significantly lower weight.
 * Ore, such as Iron Ore and Gold Ore, can be smelted down at a Chemistry station in order to turn them into crafting components.
 * The Tinker's workbench allows you to craft ammo, grenades, mines, and traps.
 * When you're building at a workshop or C.A.M.P., you can scrap objects to remove them from the world. Doing so will grant half of the components used took to build each object.
 * Use an Armor Workbench to craft your own armor, create modifications, make repairs, or scrap old armor for parts.
 * The Cooking Station allows you to cook food and beverages that are free of disease and more effective at quenching Hunger and Thirst.
 * You can craft remedies for diseases at a Cooking Station or Chemistry Station. Without a remedy, a disease will run its course and go away after enough time has passed.

Weapons

 * An exotic weapon, the Syringer is used to deliver a variety of ingenious and cruel chems to an opponent.
 * The Alien Blaster is a powerful energy beam weapon that can completely disintegrate enemies.
 * A hand-held catapult might not sound like an effective infantry weapon, but if that catapult launches miniature nuclear bombs? Now you're talking.
 * The tools of the past have now become the tools of the present. Chainsaws, fire axes, and even rolling pins serve as the arms of many a Wasteland combatant.
 * You might think that you'd never see someone walk the hills of Appalachia with a portable naval cannon, but the existence of the Broadsider would prove you wrong.
 * Easily modified, reliable, and packing decent stopping power, the 10mm pistol is one of the most trusted sidearms in the Wasteland for a reason.
 * A weaponized chainsaw the size of a large knife, the Ripper can tear into opponents, causing devastating melee damage.
 * A terrifyingly simple idea, the Deathclaw Gauntlet is built from the severed arm of its namesake.
 * The Minigun will spin up faster and faster as you pull the trigger. Once it reaches maximum velocity, it will start firing.
 * What's more deadly than being hit by a sledgehammer? Being hit by a sledgehammer that has a rocket strapped to it. Behold the design philosophy of the Super Sledge.
 * The Flamer deals sustained energy damage in a wide area directly in front of it.
 * The Gamma Gun deals Radiation damage, and as such is mainly effective against human opponents.
 * The Flamer deals sustained energy damage in a wide area directly in front of it.
 * Black Powder weapons were considered relics even before the Great War. Extremely slow to reload, they can still be deadly in the hands of an expert.
 * Explosive weapons deal damage in a wide area of effect. They include grenades, mines, the Fat Man, and the Missile Launcher.
 * Laser weapons, like the Laser Rifle and Laser Pistol, deal energy damage. They can disintegrate foes, leaving behind piles of ash.
 * Pistols are typically smaller than rifles and fire faster, but generally do less damage. They include the 10mm, Pipe Pistol, and Black Powder Pistol.
 * Rifles are generally long, of average size, and require two hands to fire. They include the Assault Rifle, Combat Rifle, Hunting Rifle, Laser Rifle, and Submachine Gun.
 * Pipe weapons, such as the Pipe Revolver and Pipe Rifle, are crude, low-tech and highly modifiable.
 * Shotguns, like the pump-action and double-barreled, do more damage the closer you are to the target.
 * Heavy Guns are generally large, bulky, and exceedingly powerful. They include non-explosive energy and ballistic weapons such as the Flamer, Gatling Laser, and Minigun.
 * Laser weapons, like the Laser Rifle and Laser Pistol, deal energy damage. They can disintegrate foes, leaving behind piles of ash.
 * Plasma weapons, like the Plasma Rifle and Plasma Pistol, deal energy damage. They can melt enemies, leaving behind a pile of "goo."
 * Non-automatic weapons fire one shot with each pull of their trigger. They include the semi-automatic and bolt-action versions of the Assault Rifle, Combat Rifle, and Hunting Rifle.
 * Automatic weapons fire continuously as their trigger is pulled. They include the Submachine Gun, and versions of the Assault Rifle and Combat Rifle.

Chems

 * Addictol completely cures its user of all addictions.
 * The experimental chem X-cell grants a temporary bonus to every SPECIAL attribute.
 * The medication inside a Stimpak heals injuries and can even restore damaged limbs.
 * A powerful painkiller, Med-X grants a temporary bonus to damage resistance.
 * Chems provide temporary bonuses and penalties. You can only be under the influence of one Chem at a time, and using them carries the risk of Addiction.
 * Be careful taking too many chems. Not only do you risk addiction, but many chems increase hunger and thirst.
 * Popular with students and scientists alike, Mentats grant a temporary bonus to Perception and Intelligence.
 * Who needs friends when you're this smart? Using Daddy-O grants a temporary bonus to Intelligence and Perception, but also a temporary penalty to Charisma.
 * Highly sought after by hunters and assassins throughout the Wasteland, Calmex grants a temporary bonus to Perception, Agility, and Sneak Attack damage.
 * Sold as "happiness in a bottle," Daytripper grants a temporary boost to Charisma and Luck, but also a temporary penalty to Strength.
 * Developed by the United States military as a combat drug, Psycho grants a temporary bonus to Damage dealt and Damage Resistance.

Factions

 * The Free States were a group of Appalachian anarchists who seceded from the United States shortly before the bombs fell.
 * Survival and security became paramount after the devastation of the Great War, and the Responders desperately tried to help as many of their neighbors as they could.
 * Expert scavengers, the Raider groups of Appalachia were surprisingly ingenious when it came to salvaging old world technology.
 * Paladin Taggerdy was known for only recruiting from those who had military experience and found it difficult to coordinate with the other, more "civilian" factions in Appalachia.

Appalachia Lore

 * Before the Great War, Appalachian mining companies and other industrial interests pursued automation to a near unprecedented degree, leading to widespread job loss and civil unrest.
 * Government facilities dot the landscape of Appalachia's mountains. Trading rumors of the goings on inside those fenced-in walls was a popular pre-war pastime.

Power Armor

 * Built by defense contractor West-Tek, the T-45 series of Power armor was the first to be successfully deployed on the battlefield. Its introduction changed the nature of modern warfare.
 * Developed by Garrahan Mining Co., the "Excavator" class of Power Armor never saw full production, despite being heavily advertised in Appalachia as the future of mining.
 * Even without additional limb armor, a Power armor frame still provides tactical advantages, like increased carry weight, greater melee damage, and the elimination of falling damage.
 * Scavenged and restored by Appalachia's vicious and anarchistic gangs, Raider Power Armor features crude plating, rusty spikes, and significant battlefield protection.

SPECIAL

 * Strength is a measure of your raw physical power. It affects how much you can carry, and determines the damage of all melee attacks.
 * Perception is your sense of environmental awareness and affects the hit chance in V.A.T.S. and the distance that hostiles will show up on your compass.
 * Endurance is a measure of your overall physical fitness. It affects your total Health, Action Point drain from sprinting, and chance to get a Disease.
 * Charisma is your ability to work with others. It affects which Perks you can share with your team, the rewards from completing Group Quests, and the prices you get when buying from and selling to vendors.
 * Agility is a measure of your overall finesse and reflexes. It determines your Action Points in V.A.T.S. and your ability to sneak.
 * Luck is a measure of your general good fortune. It affects the recharge rate of Critical Hits and the Condition and Durability of items you loot.

Magazines

 * Finding an issue of Tesla Science Magazine will temporarily give you a unique bonus, like reduced damage from Plasma weapons or increased Radiation Resistance.
 * Finding an issue of Backwoodsman will temporarily give you a unique bonus, like cheaper weapon crafting or increased healing from cooked food.
 * Finding an installment of the US Covert Ops Training Manual will temporarily give you a unique bonus, like increased damage resistance while sneaking or increased damage to other players.
 * Using a collected magazine grants a temporary, unique bonus. You can find the same issue multiple times, and each time it's used will either award the bonus, or refresh the timer if it's already active.
 * Finding an issue of Tumblers Today will temporarily give you a unique bonus, like making your Bobby Pins unbreakable or increasing your effective skill when picking locks.
 * Finding an issue of Scouts' Life will temporarily give you a unique bonus, like reduced damage from insects or increased carry weight.
 * Finding an issue of Grognak the Barbarian will temporarily give you a unique bonus, like increased melee damage or reduced weight for all melee weapons.
 * Finding an issue of Live & Love will temporarily give you a unique bonus, like increased Health or damage dealt when you're on a team.
 * Finding an issue of Astoundingly Awesome Tales will temporarily give you a unique bonus, like reduced damage from robots or increased RadAway effectiveness.
 * Finding an issue of The Unstoppables will temporarily give you a unique bonus, like the ability to avoid damage from a specific type of weapon.
 * Finding an issue of Tales from the West Virginia Hills will temporarily give you a unique bonus, like increased damage to a specific type of creature.
 * Finding an issue of Guns and Bullets will temporarily give you a unique bonus, like increased critical damage from ballistic weapons or additional components from scrapping weapons.

Perks

 * The Inspirational Perk will give you a bonus to all earned Experience Points whenever you're on a team.
 * With the Concentrated Fire Perk, every additional attack on the same body part in V.A.T.S. improves both your chance of landing a hit, and the damage dealt when you do.
 * Equip the Rad Sponge perk, and whenever you take radiation damage, you remove radiation damage from your teammates.
 * The Science Perk allows you to craft your own energy weapons.
 * The Lifegiver Perk increases your maximum Health.

Pip-Boy

 * The Data section of your Pip-Boy lists the quests you are on. From there, you can turn quest targets for individual quests on or off.
 * The Pip-Boy can be tuned to different radio stations. They will continue to play when you leave the Pip-Boy until you go back in to switch stations or turn the radio off.

Locations

 * Vault 76 was built to save the best and brightest in the event of a nuclear holocaust. On Reclamation Day, they would emerge and begin to rebuild America. Today is that day...
 * Charleston was the capitol of West Virginia and one of the largest cities in the area. Prior to the Great War, it was a hotbed of political dissent and saw countless protests for workers' rights.
 * The region of Appalachia known to survivors as the "Savage Divide" is a mountainous area whose rocky landscape is difficult to cross and easy to get lost in.
 * The first Super Mutants in Appalachia were created right before the Great War, when West Tek poisoned the drinking water of Huntersville with the FEV Virus, in a sinister, secret experiment gone horribly wrong.
 * Watoga was built as a joint effort between the federal government, RobCo, and Atomic Mining Services to build a "city of the future."
 * All public services in the city of Watoga were designed to be completely automated, including a full staff of security robots.
 * Grafton Steel Mill was the center of economic development for the town of Grafton, and its large, industrial machines remain relatively intact.
 * Known as the "Mire" by survivors of Appalachia, this swampy region is home to twisting vines, large tree canopies, and tall grass. All easy places for things to hide...
 * The Dyer Chemical plant originally produced animal feed and other phosphates used for nearby farms.
 * The Top of the World was originally an enormous ski lift station, complete with shops and restaurants at its peak.
 * In 2031, Vault-Tec re-branded Morgantown's local college as Vault-Tec University, and some of their top executives and scientists either taught or graduated from there. Go Fighting Wendigos!
 * Charleston was the capitol of West Virginia and one of the largest cities in the area. Prior to the Great War, it was a hotbed of political dissent and saw countless protests for workers' rights.
 * The Whitespring Resort had a long history of business with the federal government, and counted sitting US Presidents among its guests.
 * While Morgantown was home to Vault-Tec University and experienced something of a re-vitalization before the war, the townspeople all knew the harsh truth: Vault entrance was not guaranteed.
 * The Vault-Tec Agricultural Research Center promised a future of automated, high-tech farming. But sometime after the war, their experimental Mister Farmhands turned that dream into a nightmare.
 * The mines deep within Appalachia's mountains still hold riches for those brave enough to venture below...
 * Mutated plants known as "Strangler" vines infest the Mire. They seem to attach to living things, notably the large trees in the area.
 * Camp Venture was a survival skills training facility, open to tourists who wanted to learn how to rough it out in the wilderness. Hopefully, those lessons came in handy.

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