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Fallout 76 Charisma

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Charisma is your ability to lead and help others. It allows you to share higher point Perk Cards and also affects your rewards from Group Missions and prices when you barter.

Charisma is one of the seven primary statistics in the SPECIAL system.

Gameplay

Modifies: Rewards from Group Quests, Barter Bonus. Sharing a perk card requires the player character to have a Charisma that is three times the rank of the card.

At a Charisma of 1 there is +0% Experience Points (XP) and +0% caps rewards from group quests. Each additional level of Charisma increases both XP gain and caps gain by +5%, except for the jump from Charisma = 4 to Charisma = 5, where the XP gain and caps gain increases by +10%. At the maximum Charisma of 15, the XP gain and caps gain is +75%.

Increasing

Perks

Name Level Rank Description
Animal Friend 30 1 Aim your gun at any Animal below your level for a 25% chance to pacify it.
2 Aim your gun at any Animal below your level for a 50% chance to pacify it.
3 Aim your gun at any Animal below your level for a 75% chance to pacify it.
Anti-Epidemic 34 1 Your disease cures have a 50% chance to cure a disease on nearby teammates.
2 Your disease cures always cure a disease from nearby teammates too.
Bloodsucker 11 1 Bloodpacks now satisfy thirst, no longer irradiate, and heal 50% more.
2 Bloodpacks satisfy more thirst, no longer irradiate, and heal 100% more.
3 Bloodpacks greatly satisfy thirst, no longer irradiate, and heal 150% more.
Bodyguards 5 1 Gain 6 Damage & Energy Resist(max 18) for each teammate, excluding you.
2 Gain 8 Damage & Energy Resist(max 24) for each teammate, excluding you.
3 Gain 10 Damage & Energy Resist (max 30) for each teammate, excluding you.
4 Gain 12 Damage & Energy Resist (max 36) for each teammate, excluding you.
E.M.T. 9 1 Players you revive come back with health regen for 15 seconds.
2 Players you revive come back with improved health regen for 30 seconds.
3 Players you revive come back with high health regen for 60 seconds.
Field Surgeon 15 1 Stimpaks and RadAway will now work much more quickly.
Friendly Fire 48 1 Teammates hit by your flame weapons regen health briefly. (No Molotov)
2 Teammates hit by your flame weapons regen more health briefly. (No Molotov)
3 Teammates hit by your flame weapons regen even more health. (No Molotov)
Happy Camper 3 1 Hunger and thirst grow 40% more slowly when in camp or in a team workshop
2 Hunger and thirst grow 80% more slowly when in camp or in a team workshop
Happy-Go-Lucky 17 1 Your Luck is increased by 2 while under the influence of alcohol.
2 Your Luck is increased by 3 while under the influence of alcohol.
Hard Bargain 7 1 Buying and selling prices at vendors are better.
2 Buying and selling prices at vendors are even better.
3 Buying and selling prices at vendors are now much better.
Healing Hands 28 1 Players you revive are cured of all Rads.
Injector 19 1 Players you revive have +6 Action Point regen for 10 minutes.
2 Players you revive have +12 Action Point regen for 10 minutes.
3 Players you revive have +18 Action Point regen for 10 minutes.
Inspirational 2 1 When you are on a team, gain 5% more XP.
2 When you are on a team, gain 10% more XP.
3 When you are on a team, gain 15% more XP.
Lone Wanderer 4 1 When adventuring alone, take 10% less damage and gain 10% AP regen. Cost: 2
2 When adventuring alone, take 15% less damage and gain 20% AP regen. Cost: 3
3 When adventuring alone, take 20% less damage and gain 30% AP regen. Cost: 4
Magnetic Personality 13 1 Gain 1 Charisma for each teammate, excluding yourself.
2 Gain 2 Charisma for each teammate, excluding yourself.
Overly Generous 32 1 Rads increase your chance to inflict 25 rads with a melee attack
2 Rads increase your chance to inflict 50 rads with a melee attack
Party Girl Party Boy 24 1 The effects of alcohol are doubled. Cost: 2
2 The effects of alcohol are tripled. Cost: 3
Philanthropist 39 1 Restore some of your teammates hunger and thirst when you eat or drink.
2 Restore more of your teammates hunger and thirst when you eat or drink.
3 Restore much more of your teammates hunger and thirst when you eat or drink.
Quack Surgeon 22 1 Revive other players with liquor!
Rad Sponge 44 1 When affected by rads, you periodically heal 80 rads on nearby teammates.
2 When affected by rads, you periodically heal 140 rads on nearby teammates.
3 When affected by rads, you periodically heal 200 rads on nearby teammates.
Spiritual Healer 36 1 You regenerate health for 5 seconds after reviving another player.
2 You regenerate more health for 7 seconds after reviving another player.
3 You regenerate even more health for 10 seconds after reviving another player.
Squad Maneuvers 37 1 Run 10% faster when part of a team.
2 Run 20% faster when part of a team.
Strange in Numbers 42 1 Positive mutation effects are 25% stronger if teammates are mutated too.
Suppressor 40 1 Reduce your target's damage output by 10% for 2 seconds after you attack.
2 Reduce your target's damage output by 20% for 2 seconds after you attack.
3 Reduce your target's damage output by 30% for 2 seconds after you attack.
Team Medic 20 1 Your stimpaks now also heal your teammates for half the normal strength.
2 Your stimpaks now also heal nearby teammates for 75% of normal strength.
3 Your stimpaks now also heal nearby teammates for their full strength.
Tenderizer 46 1 Make your target receive 5% more damage for 5 seconds after you attack.
2 Make your target receive 6% more damage for 7 seconds after you attack.
3 Make your target receive 7% more damage for 10 seconds after you attack.
Travel Agent 26 1 You pay 30% fewer Caps when Fast Traveling.
Wasteland Whisperer 50 1 Aim your gun a creature below your level for a 25% chance to pacify it.
2 Aim your gun a creature below your level for a 50% chance to pacify it.
3 Aim your gun a creature below your level for a 75% chance to pacify it.

Barter

Charisma affects item buy/sell values; the value of an item for buying or selling is its innate value multiplied by either the buying price modifier or the selling price modifier. While Hard Bargain will increase Charisma during bartering, it provides less benefit for those with higher charisma.

Selling items to vendors caps at 25% of the item's value, the buying modifier caps at 175%, and items will be purchasable at this price with 25 Charisma. Buy price decreases from 2.5 by 0.1 for every even level of Charisma up to 10, then from 2 by 0.02 for every single level of Charisma. Sell price increases from 0.1 by 0.025 for every odd level of Charisma up to 10, then from 0.2 by 0.005 for every single level of Charisma.

Charisma Buying Price Modifier Selling Price Modifier
1 2.5 0.1
2 2.4 0.1
3 2.4 0.125
4 2.3 0.125
5 2.3 0.15
6 2.2 0.15
7 2.2 0.175
8 2.1 0.175
9 2.1 0.2
10 2.0 0.2
11 1.98 0.205
12 1.96 0.21
13 1.94 0.215
14 1.92 0.22
15 1.9 0.225
16 1.88 0.23
17 1.86 0.235
18 1.84 0.24
19 1.82 0.245
20 1.8 0.25
21 1.79 0.25
22 1.78 0.25
23 1.77 0.25
24 1.76 0.25
25 1.75 0.25