List Of Mutations (Fallout 76)
The walking plague (Plague Walker). If all living things around you die from the horrible smell, and helps even the shower, so you picked up the mutation. Around you formed a toxic cloud, and the more conditions you have, the deadlier it is.Unstable isotope (Unstable Isotope). This mutation will not open while fighting. With her there is a chance that your unjust shlopotat dose of radiation. Of course, if they are receptive to the radiation.
Double muscle (Twisted Muscles). You will be the envy of all the jocks. Until they inject all sorts of rubbish and are afraid that their muscles will deflate, you are all growing in pure radiation. Will be able to beat the other 25% stronger. But it will be uncomfortable to shoot, the accuracy will decrease twice.
Electrical charge (Electrically Charged). Hazardous mutation because a few famous people with it already sitting in a cage and feed off the energy of the village. They say that their attacks are sometimes charged with electricity.
Herd mentality (Herd Mentality). People with this mutation are much smarter in the team (by 2 points) but very dense in solitude (4 points).
Eagle eye (Eagle Eye). And with this leprosy reduced the power (4 points), but increases the perception (also 4 points).
Scaly skin (Scaly Skin). A shot when they saw how their body is covered with scales. But those who have endured the torments of hell, noticed that have to take two times less damage. However, action points was 25 less.
Empathy (Empath). Great mutation for those traveling with friends. She miraculously makes it so that your companions get a quarter less damage. But you a third more.
Claws (Talons). At first, everyone thought that Peter forgets to cut his feet, and then it was a mutation. His agility has decreased (by 4 points), but he began to tear up all the quarter stronger.
Egghead (Egg Head). Before the war these were called nerds just because they have a lot of intelligence (plus 6 points), but terrible stamina (minus 3 points).
Marsupials (Marsupial). Guy with this mutation was called a Kangaroo because his stomach rose bag. Now he's jumping higher, is 20 pounds more, but has become blunt (minus 4 points of intelligence).
Bird bones (Bird Bones). Almost the same situation that eggheads. Intelligence more (4 points), less power (also 4 points), but falling slower.
Speed demon (Speed Demon). Was this runner in the early 21st century — Usain Bolt. The world's fastest. Now he could beat any fool with this mutation, because the speed increased as much as 20, and the weapon recharges faster.
Carnivorous (Carnivore). It would be unfortunate if you are a vegetarian, but people with this mutation can no longer eat vegetables. But tons of meat and knead catch more buns.
Herbivores (Herbivore). Don't wish that on anyone. You have erased the teeth, and you will be able to grind their weed. No meat, but vegetables two times more bonuses.
Earthed (Grounded). Get this mutation and will be the first electrician in the village. You will have complete resistance to electricity. But will be able to beat them 20% stronger.
Healing factor (Healing Factor). Your health will regenerate up to three times faster, but the medications will help 55% worse.
Chameleon (Chameleon). Great skill for survival. This mutation was harder to find, because while the man did not move, could not see him.
Do I understand correctly that to get a mutation, it is necessary to get the proper dose of radiation?
In a puddle in the reactor for example to stand?
Yes, I have once run into a radioactive place in a mine. I had about 60% of radiation then... But I really did not like, because I ran one, and it was Empathy (Empath). So, I rather drink rad-away and immediately passed. Now not in a hurry to catch up. ) In General, to successfully use mutations, it is desirable to have the appropriate perks from Luck.
ripvango wrote:
in order to successfully use mutations, it is desirable to have the appropriate perks from Luck.
Well, I looked at the mutations, and now they want to keep. For flush with the middle of the fight, might be a good one: Chameleon (full stealth) Grounded (for electro-sword super), Marsupials (which would be more to lug around), Claws (think melee weapons and spreads), electric charge (something like grounded), Double muscle (melee damage) - as such I would like to earn and save.
Today happy run through the puddles - let's see what to pick up will.
By the way, the references to some missing description of negative factors. But they need to be... for Example, the Walking plague most likely makes it impossible or very difficult to play in a band, or just eating points of charisma...
Full list of mutations and their negative effects: http://fallout.wikia.com/wiki/Fallout_76_mutations
Mutations can still be bought in the bunker at the Enclave at a great price (about 4300 caps apiece), but they zabagovany and do not always give the mutation.
-MODEUZ wrote:
Bird bones (Bird Bones).
by the way, she added dexterity and not intelligence
And at the same time how can that be?
I now have the devil's speed and marsupials. I would also carnivorous added and I think that will be enough.
ripvango
The walking plague" negative effect increases enhances the influence of diseases
-MODEUZ-
Why is it called that?
Double muscle, Empathy,Claws, Bird bones, speed Demon, Carnivorous, Herbivorous, Grounded, and Healing factor
properly in Russian localization will be: Stretching, Empath, Clawed, Vulnerability, Devilish speed, Carnivores, Herbivores, Grounding and Healing factor