With thanks to the Brilliant Coffee888 and the Marvelous Miffy.
**Subject to change when porting to live servers**
Daily Ops
New Locations
Charleston Capitol Building
Garrahan Mining Headquarters
Morgantown High School
New Enemies
Zetan Alien Invaders
New Mutations
Reflective Skin
Enemies will glow white for 5 seconds at a time. If you attack them while they are glowing white, you will receive 25% of your damage back...and it hurts.
Explosive attacks such as an Auto Grenade Launcher (AGL) ignore the reflective skin mutation and you can attack them without repercussion.
Note that Vampires will not proc and heal you while the enemies are glowing white.
Look into perk cards and stats that reduce incoming damage and damage reduction such as Dodgy, Ricochet, Overeaters etc. Some damage and energy-resist food buffs wouldn't go a miss here either.
New Changes
Resilient Mutation enemies can now be killed with Pain Train perk card and throwing weapons including Meat Cleaver, Sheepsquatch Shard, Throwing Knife, and Tomahawk.
New Rewards
Rare
Initiate - 0.05% chance
Paladin - 0.11% chance
Elder - 1.09% chance
Plan: Deep-space Alien Power Armour Legs Paint - Non-Tradeable
Plan: Deep-space Alien Power Armour Jetpack Paint - Non-Tradeable
Plan: Deep-space Alien Power Armour Arms Paint - Non-Tradeable
Plan: Deep-space Alien Power Armour Torso Paint - Non-Tradeable
Plan: Deep-space Alien Power Armour Helmet Paint - Non-Tradeable
Image credit: SugarBombs.RADS
Uncommon
Initiate - 0.12% chance
Paladin - 0.24% chance
Elder - 2.38% chance
Plan: Floater Tubes - Non-Tradeable
Image credit: SugarBombs.RADS
Plan: Hot Rod Handmade Skin - Non-Tradeable
Image credit: SugarBombs.RADS
Plan: Flatwoods Monster Tube - Non-Tradeable
Image credit: SugarBombs.RADS
CUT - Plan: Intergalactic Handmade Skin - Non-Tradeable
New Random Encounter
The Smiling Man
The Smiling Man, also known by the name Indrid Cold, is an Appalachian urban legend associated with the Mothman. Cold himself is sometimes described as a cryptid.
Link to Youtube video going more in detail about this creepy character.
The Smiling Man bandana at rank 25 on the Season 12 scoreboard is a nod to this urban legend.
There is a 2% chance for him to spawn at any Scene random encounter location and as of the time of publication, he is only coded to spawn during Season 12. This may change in the future.
Link to Map of Scene spawn locations (marked in yellow).
**Spoilers**
Smiling Man full dialogue
Epic Challenges
Don't like one of your daily or weekly challenges? Use the re-roll feature and have a chance to turn it into a new challenge.
Players are given one free re-roll a day (Fallout First members receive 2 rolls). These are not accumulative. If you do not use them then you will lose them.
To use the re-roll function, go to the daily or weekly challenges tab, highlight the challenge that you don't like and press A.
Consumable re-rolls have been added to the Season 12 Scoreboard and can be claimed and used at any time.
The re-rolls that you claim from the scoreboard or purchased from the atom shop will not show until you have used the 1 or 2 free re-rolls that you are given each day.
When a daily or weekly challenge is re-rolled, a new challenge will replace it. There is a 25% chance that the new challenge will pull from the Epic Challenges list.
Some of the Epic challenges can be a little tricky to complete but if you are successful, then you will be rewarded with 400 score (if you re-roll a daily challenge) or 1500 score (if you re-roll a weekly challenge)
A full list of the new and Epic Challenges can here found here, along with some tips and tricks to help you complete them.
Challenges that can not be re-rolled:
Challenges that have already been completed can not be re-rolled
Challenges the player does not have access to cannot be re-rolled (for example, if a player is not a FO1st member they will be unable to re-roll FO1st challenges)
Some of the challenges require 2 items that are only available from the Season 12 Scoreboard "Rip Daring and the Cryptid Hunt":
Plan: Cold Shoulder
Unlocks at Rank 5 on the Season 12 scoreboard.
You will require 2x Legendary Modules and Rank 2 Gunsmith perk card to craft this weapon.
Quad
Cryo (Target freezes causing reduced movement speed for 4 seconds. Adds Cryo damage)
Paranormal (+50% damage to cryptids)
Double Barrel Shotgun
Additional skins for the Cold Shoulder: Gold Paint (FOF Exclusive)
Note: You do not have to have the Gold Paint unlocked in order to use the Cold Shoulder for challenges.
Daring Heavy Cryo turret
Unlocks at Rank 65 on the Season 12 scoreboard.
You will require Rank 2 Home Defence perk card to build and place this turret in your camp or workshop.
New Scoreboard Ally
Steven Scarberry - Unlocks at Rank 35 on the Season 12 scoreboard.
Will be available for purchase from Samuel or Mortimer for Gold Bullion at a later date.
Mods are for leather armour only.
Mutation Invasion Events
Creatures and enemies with similar mutations to those from Daily Ops will be invading public events.
These invasions will happen on the hour, every hour for the first two weeks, when they first drop on the 28th of Feb 2023. After that, they will become a seasonal week thing like Mothman Equinox or Invaders from Beyond.
List of all possible Public Events and Mutations:
Eviction Notice
Volatile - when the creatures explode, the explosion can damage the generator.
Freezing Touch
Guided Meditation
Swift-Footed
Reflective Skin
Active Camouflage
Heart of the Swamp
Active Camouflage
Resilient
Line in the Sand
Resilient
Swift-Footed
Lode Baring
Active Camouflage
Freezing Touch
Group Regeneration
Moonshine Jamboree
Resilient
Freezing Touch
Reflective Skin
One Violent Night
Toxic Blood
Volatile - when the creatures explode, the explosion can damage the jukebox.
Swarm of Suitors
Swift-Footed
Toxic Blood
Test Your Metal
Group Regeneration
Toxic Blood
Uranium Fever
Volatile - when the creatures explode, the explosion can damage the extractors.
Group Regeneration
Reflective Skin
Tips on how to survive each mutation:
Here are some tips, in general, to help survive daily ops and the invaded public events. I've also included some more detailed tips under each mutation.
Weapon stats
Vampires
Armour stats
Overeaters
Life-Saving
Auto Stim
Troubleshooters (against robots)
Mutant Slayers (against Super Mutants)
Perk Cards
Ricochet
Serendipity
Born Survivor (run diluted stimpaks when using this card as you will end up going through a lot of stimpaks in a short period of time)
Life Giver OR Iron Clad (note Iron Clad only provides Damage Resis and Energy Resis vs Life Giver giving up to +45 HP on your health bar for any damage received)
Food Buffs
Damage Resistance
Energy Resistance
Poison Resistance
Max HP
HP Regen
Volatile: Enemies explode upon death.
Survival Tip: Use ranged where possible to stay out of the volatile radius. The Dense armour mod can help to reduce the damage from the explosions.
Active Camouflage: Enemies are cloaked when not attacking.
Survival Tip: Berry Mentats sometimes work but the spray and pray method works best here. Look into running a Heavy Guns Power Armour build for this mutation.
Resilient: Enemies can only be slain with a melee attack.
Survival Tip: Use ranged weapons to knock their health down and then you can gun butt them, switch to a melee weapon, use the perk card Pain Train or throwing weapons to take the last of their health. You can use the minigun shredder to kill these enemies but it's not a reliable method.
If you are lucky enough to have a melee player on your team, knock the health down to the minimum on each enemy and move on to the next. The Melee player will run behind you and finish them off.
Note you can only kill resilient enemies when they glow orange.
Freezing Touch: Slow targets down upon attack.
Survival Tip: Unless you are lucky enough to roll the +25 Cryo-resistant armour stat, there isn't much you can do with this mutation apart from equipping a vampire's weapon and ricochet and hope for the best. Another option is to equip rank 1 of Born Survivor if you are a Bloodied player or rank 3 if you are a full health player or run an Auto-Stim armour piece as it will automatically stim you without the animation.
Toxic Blood: Enemies leave behind small poisonous hazard upon death.
Survival Tip: Equip Legendary perk card Funky Duds to survive this one. Rank 1 makes a noticeable difference but max rank is better. Alternatively, a few pieces with +25 Poison Resistance can help or look into farming for some poison resist food buffs. These poison resist food buffs do stack on each other but they can be difficult to farm for as they can only be purchased from Yasmine or the Whitesprings Restaurant or drops from the Communist collectron.
Group regeneration: Enemies heal each other when within radius.
Survival Tip: Try and separate the enemies from each other if you struggle to kill them. When the end boss spawns, kill the enemies around the boss first as they won't respawn, making it easier to kill the boss at the end.
Swift Footed: Increased movement speed.
Survival Tip: There is nothing extra you can do with this mutation. Just grin and bear it.
Reflective Skin: Enemies periodically enter a Reflective state that reflects back some of the damage done to them.
Survival Tip: Use explosive weapons such as Auto Grenade Launchers (AGLs), Broadsiders, Nuka Launcher AGL, Fat Man, Grand Finale Broadsider, and the M79 Grenade Launcher.
Mutated Events Rewards
There are two types of rewards that can drop from the event if the event is completed successfully.
Mutated Package
Awarded for completing a mutated event with less than 3+ Fallout 1st Members.
Base XP: 500
Base Caps:
Legendary Scrip x35
Treasury Notes x1
Mutated Package contents:
Mutated Events Weapons - 5% chance and then 1.25% chance for individual
Stimpak: Super - 100% chance
Stimpaks - 100% chance
Screws - 100% chance
Components - 100% chance
Contextual Ammo - 100% chance
Serum x1 - 5% chance
Murmrgh's Mystery Pick x1 - 100% chance
Chase Item x1 - 25% chance and then 16.67% for rare plans and 8.33% for ultra-rare plans
Mutated Party Pack
Granted for successfully completing a Mutated Event with 3+ Fallout 1st Members.
If the event is successful and there are 3+ Fallout 1st members in the event, then everyone that attended the event will receive a Mutated Party Pack instead of a Mutated Pack.
Base XP: 500
Base Caps:
Legendary Scrip x35
Treasury Notes x1
Mutated Party Pack contents:
Mutated Events Weapons - 10% chance and then 2.50% chance for individual
Stimpak: Super - 100% chance
Stimpak - 100% chance
Screws - 100% chance
Components - 100% chance
Contextual Ammo - 100% chance
Serum x1 - 10% chance
Murmrgh's Mystery Pick x1 - 100% chance
Chase Item x1 - 50% chance and then 33.3% for rare plans and 16.67% for ultra-rare plans
Rewards Lists
Components
100% chance to drop all 5 on the list
Screws
Concrete
Lead
Gunpowder
Aluminum
Chase Item - Rare Plans
All plans will stop dropping once learned, increasing the odds on the remaining plans. However, once a character has learned all the plans available, duplicates will start dropping again at the base odds listed below.
Currently, this logic is bugged on the live version of the game, but it is fixed in the current PTS and is expected to be fixed in live at the release of Patch 43.
Plan: Bear Arm
Plan: Bear Arm Heavy Mod
Plan: Bear Arm Puncturing Mod
Plan: Civil War Era Dress
Plan: Civil War Era Suit
Plan: Civil War Era Top Hat
Plan: Confederate Hat
Plan: Costume Witch Hat
Plan: Cutting Fluid
Plan: Deathclaw Gauntlet
Plan: Halloween Skull Mask
Plan: Heavy Metal Arms
Plan: Heavy Metal Legs
Plan: Heavy Metal Torso
Plan: Heavy Raider Arms
Plan: Heavy Raider Legs
Plan: Heavy Raider Torso
Plan: Heavy Robot Legs
Plan: Heavy Robot Right Arms
Plan: Heavy Robot Torso
Plan: Light Metal Arms
Plan: Light Metal Legs
Plan: Light Metal Torso
Plan: Light Raider Arms
Plan: Light Raider Legs
Plan: Light Raider Torso
Plan: Light Robot Arms
Plan: Light Robot Legs
Plan: Light Robot Torso
Plan: Protective Lining Marine Underarmor
Plan: Radioactive barrel
Plan: Shielded Lining Marine Underarmor
Plan: Skeleton Costume
Plan: Ski Sword Skate Blade
Plan: Skiing Outfit
Plan: Stimpak Diffuser
Plan: Sturdy Metal Arms
Plan: Sturdy Metal Legs
Plan: Sturdy Metal Torso
Plan: Sturdy Raider Arms
Plan: Sturdy Raider Legs
Plan: Sturdy Raider Torso
Plan: Sturdy Robot Legs
Plan: Sturdy Robot Right Arms
Plan: Sturdy Robot Torso
Plan: The Fixer
Plan: Witch Costume
Recipe: Disease Cure (Ash Heap)
Chase Item - Ultra Rare Plans
All plans will stop dropping once learned, increasing the odds on the remaining plans. However, once a character has learned all the plans available, duplicates will start dropping again at the base odds listed below.
Currently, this logic is bugged on the live version of the game, but it is fixed in the current PTS and is expected to be fixed in live at the release of Patch 43.
Plan: Assault rifle
Plan: Barbed Walking Cane
Plan: Hatchet Electro Fusion
Plan: Pitchfork Flamer
Plan: Protective Lining Raider Underarmor
Plan: Shielded Lining Raider Underarmor
Plan: Spiked Walking Cane
Recipe: Healing Salve (Ash Heap)
Recipe: Healing Salve (Cranberry Bog)
Recipe: Healing Salve (Forest)
Recipe: Healing Salve (Mire)
Recipe: Healing Salve (Savage Divide)
Recipe: Healing Salve (Toxic Valley)
Link to the downloadable checklist.
Mutation Invasion Drop Rates
Link to the downloadable checklist.
Mutated Events Weapons
Overkill
Two Shot
+25% damage while aiming
90% reduced weight
Fatman
Longshot
Instigating
+25% damage while aiming
Hits have a chance to generate a stealth field
Sniper Rifle
The Peacemaker
Juggernaut's
25% faster fire rate
90% reduced weight
Auto Grenade Launcher
Boomstick
Two shot
+25% damage while aiming
90% reduced weight
Missile Launcher
Hi, I'm Kat or Duchess
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Noticed a couple mistakes.
You forgot Plan: Sturdy Metal Arms on the list. I can confirm they drop from Packs as I just got one.
Also, you have the following listed as Right Arms when they should be listed as Heavy Robot Arms and Sturdy Robot Arms:
Plan: Heavy Robot Right Arms
Plan: Sturdy Robot Right Arms
Also, I'm curious, what does the game consider a "Chase Item" in regards to drops?
EDIT: Also noticed Plan: Heavy Metal Arms is also missing (just got this one).
"Rare plans are tradeable and will not drop if you already know the plan. They will stop dropping once you have learned the plan."
It looks like a plan can drop again once it has been learned as I got the Halloween Skull Mask yesterday from a Mutated Party Pack and another one just now out of another Pack.