|Default Point Cost||1|
Exotic Weapons is a Fallout 76 Perk. Exotic Weapons has 2 ranks, requires a level of ?? to use, and spends 1 point by default. Exotic Weapons Rank 2 spends 2 points. Perks are special abilities in the fallout series that give unique bonus to the players taking them. These bonuses heavily affect gameplay, and are important decisions that define Builds.
Exotic Weapons Effect
: You can now craft crossbows, black powder guns, and more! (plans required)
: You can now craft rank 2 exotic weapon mods.
Exotic Weapons Builds
The following Builds use the Fallout 76 Exotic Weapons Perk
Notes and Trivia about Exotic Weapons
Perks usually have between 2-4 ranks, with each subsequent rank further improving upon the initial one. Players cannot slot all Perks, but must instead weigh the cost of each Perk against that chosen Stat's Points. Every Perk has a default point cost, that increases by +1 for each Rank added.
- See Perk Cards and Perk Card Pack for further info on powering up your perks
- Players with more than 3 points into Charisma can share active perks with their team members. To do so, you will need 3 times more points in Charisma than the perk's cost.
Exotic Weapons of FO76
Click the table header to sort
|Black Powder Blunderbuss||108 (Ballistic)||4||12||67||3||36|
|Black Powder Pistol||108 (Ballistic)||4||204 or 295||56 or 59||3||53|
|Black Powder Rifle||132 (Ballistic)||4||204 or 395||64 or 67||6||98|
|Broadsider||104 (Ballistic)||3||204 or 395||60 or 62||24.4||139|
|Harpoon Gun||141 (Ballistic)||2||120||63||16.4||100|
|Paddle Ball||1 (Ballistic)||25||12||152||2||41|
|Radium Rifle||30 (Ballistic), 13 (Radiation)||40||120 or 228||57 or 58||11.9||89|
|Railway Rifle||99 (Ballistic)||10||120 or 228||56 or 57||14.4||188|
|Rose's Syringer||1 (Ballistic)||4||156||72||1.3||100|
|Salvaged Assaultron Head||72 (Energy)||4||94||67||8||32|
|Vox Syringer||1 (Ballistic)||4 or 7||204 or 395||75||2.3||86|