Unyielding XP Test
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Your weapons weigh 75% less.
Ballistic weapon ammo weighs 90% less.
+75% ranged damage to crippled targets.
20% of the damage dealt to a limb is applied to all limbs on your target.
Gain +5 INT and PER between the hours of 6:00 p.m. and 6:00 a.m.
+75% ranged damage when attacking the torso.
Your weapons have 2% increased damage per AP cost.
Your ranged weapons ignore 40% armor.
You deal 20% more damage per crippled limb your target has.
You will never mutate from rads and RadAway will never cure mutations.
Any chems you take last 100% longer.
Gain more XP while on a team based on your CHA.
Positive mutation effects are +25% stronger if teammates are mutated too.
Each attack makes your target take increased damage.
Stimpaks restore more HP based on your INT.
Stimpaks and RadAway heal 60% faster.
Your armor breaks 60% slower and is cheaper to repair.
Guns break 50% slower.
Increase energy damage based on your INT.
Energy weapon ammo weighs 90% less.
While your Health is low, gain increased damage and AP regen.
+1% reload speed per Onslaught stack, +3 max stacks.
+5% ranged damage to close enemies per Onslaught stack, +5 max stacks.
+1% ranged weak spot damage per Onslaught stack, +3 max stacks.
Gain Onslaught stacks over time and spend them on attacks, +10 max stacks.
You do +20% ranged damage to close enemies.
The negative effects of your mutations are reduced by 75%.
Any kill in V.A.T.S. restores Action Points, based on your LCK.
Legendary perks
+5 INT and +5 INT Perk Points. Perk Points cap at 15.
+5 INT and +5 INT Perk Points. Perk Points cap at 15.
Effects (2)
INT +6, STR -3, END -3
-2 SPECIAL solo, +2 SPECIAL grouped
Consumables
Chems, food, drinks, magazines, and bobbleheads. Their combined buffs are counted into your stats.
Raw food, plain drinks and other consumables without build effects are not listed.
Weapons
Armor Sets
Power Armor Sets
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