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Fallout 76 – Diseases and Mutations Guide

Diseases and Mutations are two different type of things; Diseases are entirely negative penalties to the player while Mutations are permanent effects which can be cured. They bring both positive and negative effects to the players.

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Diseases

Diseases only last for a specific amount of time. Different diseases comes from different type of creatures or from the environment.  Diseases are temporary negative effects. The chance to catch a disease is based on your Endurance. The higher your Endurance, the lower the chance you will catch any disease.

You have a chance to catch a disease when you do any of the following:

  • Sleep on a bed without a frame.
  • Receive melee damage by a diseased enemy.
  • Drink Dirty Water.
  • Move through environmental hazards.
  • Eat raw food.
  • Swim in dirty water.
  • Get hit by a trap.
  • Move through an area that has bad weather.

How to Cure:

The best way to cure a diseases is just go to sleep on a bed.

  • Sleeping only in beds that have a frame, or a mattress or sleeping bag.
  • Avoiding getting close to diseased enemies, so they can’t hit you.
  • Boiling Dirty Water at a cooking station before drinking it.
  • Wearing a hazmat suit or gas mask before moving through environmental hazards, swimming through water, or exploring outside in bad weather.
  • Cooking raw food at a cooking station before eating it.
  • Watching out for traps and disarming them before they spring.

Below we have listed all the diseases and their effects and how long it will be last. Have a closer look:

Blight

  • Effect: -1 to all SPECIAL stats for 15 minutes

Blood Worms

  • Effect: Take 25% more damage for 15 minutes

Bone Worms

  • Effect: Take 50% more limb damage for 15 minutes

Buzz Brain

  • Effect: -2 Intelligence for 15 minutes

Dysentery

  • Effect: Periodic water loss for 15 minutes


Fever Claw

  • Effect: -25% Damage with Ranged Weapons for 15 minutes

Flap Limb

  • Effect: -2 Strength for 15 minutes

Glowing Pustules

  • Effect: Bleed radiation from wounds for 15 minutes

Heat Flashes

  • Effect: -2 Endurance for 15 minutes

Jelly Fingers

  • Effect: +50% Ranged VATS AP Cost for 15 minutes

Lock Joint

  • Effect: +50% Melee VATS AP Cost for 15 minutes

Needle Spine

  • Effect: -10 Carry Capacity for 15 minutes

Parasites

  • Effect: Periodic food loss for 15 minutes

Rad Worms

  • Effect: Take 50% more Radiation Damage for 15 minutes

Rattle Hands

  • Effect: -25% Damage with Ranged Weapons for 15 minutes

Shell Shock

  • Effect: Action Point drain from wounds for 15 minutes

Sludge Lung

  • Effect: -50% Action Points and AP regeneration for 15 minutes

Snot Ear

  • Effect: -2 Perception for 15 minutes

Swamp Gas

  • Effect: -2 Charisma for 15 minutes

Swamp Itch

  • Effect: -2 Agility for 15 minutes

Weeping Sores

  • Effect: Bleed from wounds for 15 minutes

The Woopsies

  • Effect: -2 Luck for 15 minutes

Mutations

Mutations can be obtain by being exposed to Radiation. The higher a player’s current Rads, the more likely it is that they will gain a mutation.

How to Cure:

Mutations can be cured with RadAway, Diluted RadAway or decontamination arches found in the world.

If you want a Mutation permanently you can use the Starched Genes perk, it can remove the chance o mutate and also prevent mutations from being cured, allowing players to lock in the mutations.

Adrenal Reaction

  • Positive Effect: Increased damage output at low health
  • Negative Effect: -50 Health

Bird Bones

  • Positive Effect: +4 Agility, fall more slowly, and take less damage from falling
  • Negative Effect: -4 Strength

Carnivore

  • Positive Effect: Gain double benefits from eating meat with no risk of disease
  • Negative Effect: Gain no benefits from eating vegetables

Chameleon

  • Positive Effect: Invisible in combat if unarmored and stationary
  • Negative Effect: Must be unarmored and stationary for effect to work

Eagle Eyes

  • Positive Effect: +4 Perception and +25% V.A.T.S. Critical Damage
  • Negative Effect: -4 Strength

Egg Head

  • Positive Effect: +6 Intelligence
  • Negative Effect: -3 Strength, – 3 Endurance

Electrically Charged

  • Positive Effect: Chance to shock enemies in a radius when you are struck by melee attacks
  • Negative Effect: Small damage to yourself when this occurs

Empath

  • Positive Effect: Your teammates receive 25% less damage
  • Negative Effect: You receive 33% more damage

Grounded

  • Positive Effect: +100 Energy Resistance
  • Negative Effect: -50% Energy Weapon damage

Healing Factor

  • Positive Effect: Permanent health regeneration
  • Negative Effect: Chem effects (including healing) reduced by 55%

Herbivore

  • Positive Effect: Gain double benefits from eating vegetables with no risk of disease
  • Negative Effect: Gain no benefits from eating meat

Herd Mentality

  • Positive Effect: +2 to all SPECIALs when in a group
  • Negative Effect: -2 to all SPECIALs when solo

Marsupial

  • Positive Effect: +20 carry weight, and you can jump much higher
  • Negative Effect: -4 Intelligence

Plague Walker

  • Positive Effect: Gain an aura of poison damage, scaling with the number diseases you are suffering (up to a ceiling of 4)
  • Negative Effect: You must be diseased

Scaly Skin

  • Positive Effect: +50 Damage and Energy Resistance
  • Negative Effect: -50 Action Points

Speed Demon

  • Positive Effect: +20% run and sprint speed, +30% faster reload speed
  • Negative Effect: Gain hunger and thirst 50% more quickly while moving

Talons

  • Positive Effect: +25% Fist Damage, and fist attacks cause 25 additional bleed damage over 5 seconds
  • Negative Effect: -4 Agility

Twisted Muscles

  • Positive Effect: +25% Melee Damage, and a small chance to cripple your opponent
  • Negative Effect: Gun accuracy reduced by 50%

Unstable Isotope

  • Positive Effect: Chance to blast enemies in a radius with radiation when you are struck by melee
  • Negative Effect: Small damage to yourself when this occurs (and many enemies are immune to radiation)

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