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Level 300+
s3
p10
e10
c7
i6
a10
l10

The Sated Atom
Fallout 76
Full-health Radium Rifle | VATS, stealth & comfort
build
by @cbuck
Published · Guide 7 notes

Yes, I realize this is a stupid name...A full-health human Radium Rifle build for relaxed exploration, quests and public events. Automatic VATS criticals and optional stealth meet strong defenses, weight reduction and Satiated hunger/thirst recovery. Built around five maxed legendary SPECIAL cards plus Master Infiltrator. The displayed weapon rolls, armor and mutations are recommended targets; Satiated is the defining comfort choice. Updated November 2026.

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More: Endgame builds, Exploration builds, Stealth builds

lvl
300+

SETUP AND PLAYSTYLE Set base SPECIAL at the punch-card machine to S3 / P10 / E10 / C7 / I6 / A10 / L10. The five maxed legendary SPECIAL cards bring perk capacity to S8 / P15 / E15 / C7 / I6 / A15 / L15: 81 equipped points. Gear, mutations and food can raise displayed stats further without granting more perk slots.

Join a Casual public team. Start fights crouched at medium range, target the enemy weak spot in VATS and hold the critical button while firing. Let Gun Fu switch targets and Adrenaline build through successive kills. Exit VATS to reload, recover AP and reposition. Sneak when convenient; do not wait for stealth to recover during every public event.

This is a human, regular-armor daily build. Keep health high and remove accumulated rads. Cure diseases so Natural Resistance, Iron Stomach and Thirst Quencher stay active. Carry a small amount of expendable junk for Junk Shield; stash valuable scrap.

Satiated reduces hunger/thirst upkeep during active combat, but does not heal you, restore AP directly, or supply food buffs. Check your meters after long stretches building or traveling. Stimpaks remain your healing tool.

The allocation favors comfort over maximum boss DPS. Glow Sight is a situational flex slot; use Green Thumb or another two-point utility combination when appropriate. Preserve the crit, armor-penetration and mutation-protection core.

S
3
+5
2
Bandolier

Ballistic weapon ammo weighs 90% less.

lvl
22
2
Traveling Pharmacy

Weights of all Chems (including Stimpaks) are reduced by 90%.

lvl
3
2
Arms Keeper

Your weapons weigh 75% less.

lvl
28
2
Sturdy Frame

You are 50% harder to stagger.

lvl
13
P
10
+5
3
Concentrated Fire

Focus fire to gain +3% accuracy and damage per shot.

lvl
2
2
Tank Killer

Your ranged weapons ignore 40% armor.

lvl
30
2
Awareness

Gain more VATS accuracy based on your PER.

lvl
20
3
Ground Pounder

Your small guns reload 30% faster and have 30% more hip fire accuracy.

lvl
18
3
Down Ranger

You do +20% ranged damage to far enemies.

lvl
2
2
Glow Sight

Deal +40% damage to Glowing Enemies.

lvl
33
E
10
+5
2
LifeGiver

Gain more max HP per point in END.

lvl
50
1
Starched Genes

You will never mutate from rads and RadAway will never cure mutations.

lvl
30
1
Natural Resistance

Increased Elemental Resistances based on END while not diseased.

lvl
10
1
Thirst Quencher

Increased Max AP based on END while not diseased.

lvl
6
3
Hardy

Take 45% less damage from explosions.

lvl
27
3
Ironclad

Armor provides 25% more protection. Double if wearing a matching set.

lvl
30
2
Thru-hiker

Food and drink weights are reduced by 90%.

lvl
7
1
Iron Stomach

Increased Damage and Energy Resistance based on END while not diseased.

lvl
4
1
Adamantium Skeleton

Gain Limb Damage Reduction based on your END.

lvl
21
C
7
2
Tenderizer

Each attack makes your target take increased damage.

lvl
46
1
Inspirational

Gain more XP while on a team based on your CHA.

lvl
2
1
Strange In Numbers

Positive mutation effects are +25% stronger if teammates are mutated too.

lvl
42
3
Suppressor

Reduce your target's damage output by 30% for 2 seconds after you attack.

lvl
40
I
6
3
Gunsmith

Guns break 50% slower.

lvl
11
2
Good With Salt

Food in your inventory will spoil 90% slower.

lvl
9
1
First Aid

Stimpaks restore more HP based on your INT.

lvl
2
A
10
+5
3
Action Boy

Action Points regenerate 45% faster.

lvl
2
2
Adrenaline

Gain +10% damage per kill while on a Kill Streak (Max 10).

lvl
49
3
Covert Operative

Your ranged attacks do an additional 50% sneak attack damage.

lvl
27
1
Escape Artist

Sneak to lose enemies, and running no longer affects stealth.

lvl
35
1
Gunslinger

Your ranged weapons do +6% weak spot damage.

lvl
2
1
Gun Fu

V.A.T.S. swaps targets on kill with +30% damage to your next target.

lvl
50
3
Sneak

You are 75% harder to detect while sneaking.

lvl
20
1
Evasive

Chance to Evade attacks based on AGI. (No Power Armor)

lvl
17
L
10
+5
3
Better Criticals

V.A.T.S. criticals now do +100% damage.

lvl
47
3
Critical Savvy

Critical Hits now only consume 55% of your critical meter.

lvl
44
3
Class Freak

The negative effects of your mutations are reduced by 75%.

lvl
46
1
Ricochet

Gain a chance to Deflect ranged attacks based on LCK.

lvl
38
1
Four Leaf Clover

Misses in V.A.T.S. now contribute to the Critical Meter based on your LCK.

lvl
29
2
Grim Reaper's Sprint

Any kill in V.A.T.S. restores Action Points, based on your LCK.

lvl
33
1
Junk Shield

Gain Resistances based on your LCK and amount of junk held.

lvl
10
1
Luck of the Draw

Slight chance your weapon will repair itself when hitting an enemy.

lvl
14
Show leveling chart

Legendary perks

LEGENDARY CARDS Keep Master Infiltrator and Legendary Strength, Perception, Endurance, Agility and Luck, all rank 4 (maxed). The SPECIAL cards each grant +5, not five card ranks. The planner labels this level 300+ because that unlocks all six slots; it was tailored for a level 552 character who already has the upgrades.

Do not replace a legendary SPECIAL card without reallocating the normal perks it supports. Master Infiltrator is retained for everyday convenience. Follow Through is an optional damage-focused replacement for that slot, but is not part of the published baseline. No legendary perk swapping is needed during ordinary play.

Total Perk Coins cost:
1800
(~500 level-ups)
Master Infiltrator

Auto-unlock skill 3 terminals and locks.+3 Lockpick and Hacking skills.

lvl
50
Legendary Strength

+5 STR and +5 STR Perk Points. Perk Points cap at 15.

lvl
50
Legendary Perception

+5 PER and +5 PER Perk Points. Perk Points cap at 15.

lvl
50
Legendary Agility

+5 AGI and +5 AGI Perk Points. Perk Points cap at 15.

lvl
50
Legendary Luck

+5 LCK and +5 LCK Perk Points. Perk Points cap at 15.

lvl
50
Legendary Endurance

+5 END and +5 END Perk Points. Perk Points cap at 15.

lvl
50

Effects (6)

MUTATIONS Eagle Eyes supports criticals and Perception; Bird Bones adds Agility; Marsupial provides mobility and carry weight; Speed Demon improves movement and reloads; Herd Mentality rewards team play; Herbivore supports a simple plant-food routine.

Keep Starched Genes equipped once the mutations are installed. Class Freak reduces their drawbacks, while Strange in Numbers improves positive effects when another teammate is mutated. A Casual public team with at least one mutated teammate is the intended setup; the planner is configured that way.

These are recommended mutations, not a record of every mutation currently owned. Do not remove useful existing mutations without checking their effects. Ordinary Rad-X suppresses mutations while active. No addictions, low-health radiation management or temporary damage chems are required.

Eagle Eyes

Critical Damage +60%, PER +4, STR -4

Bird Bones

AG +4, Fall from heights more gradual, STR -4

Marsupial

Carry weight +20, +jump height, INT -4

Speed Demon

Movement speed +20%, faster reload +20%, +50% drain on hunger and thirst while moving.

Herd Mentality

-2 SPECIAL solo, +2 SPECIAL grouped

Herbivore

Vegetables provides x2 benefit and no disease. Eating meat doesn't satisfy hunger.

add effects
6 mutations, 0 addictions

Consumables

SIMPLE CONSUMABLE ROUTINE Company Tea is the preferred AP-regeneration drink; Blight Soup supplies critical damage. Corn Soup is an inexpensive AP-regeneration alternative when tea is unavailable: use one or the other, since food buffs to the same stat replace each other. Tea and Blight Soup cover different stats.

Carry Stimpaks, RadAway, Disease Cures and ordinary food/water for downtime. Satiated helps fill hunger and thirst through kills; it does not grant the separate combat effects of food and drink. Good With Salt and Thru-Hiker make this small food supply easier to maintain.

The displayed baseline deliberately has no consumable buffs enabled. It does not depend on magazines, bobbleheads, alcohol, addictions or repeated chem use. Add tea and soup in the calculator when comparing your buffed stats.

Food references: https://nukesdragons.com/fallout-76/db/consumables/company-tea and https://nukesdragons.com/fallout-76/db/consumables/blight-soup

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

THE RIFLE Recommended target: level 50 Radium Rifle with Anti-armor / Rapid / VATS Optimized / Satiated. Satiated is the confirmed fourth star; the other three stars shown are target rolls, not a claim about the current rifle. A usable existing roll is enough to start. Quad is an alternative for players who value fewer reloads; VATS Enhanced can replace Rapid when hit chance is the main problem.

Attachments: Powerful Automatic Receiver, Aligned Long Barrel, Aligned Stock, Quick Magazine, Suppressor and Glow Sights. Use regular .45 ammunition. The stock and Glow Sights help AP economy, the long barrel supports practical range, and the suppressor enables stealth openings. Keep Quick Magazine for fast reloads; Stinging is an optional capacity/penetration tradeoff with a higher AP cost.

This is primarily a ballistic VATS rifle build. Do not assume the radiation number contributes equally against every enemy. Aim at weak spots, stay within useful range and avoid spending a full magazine at very low hit chance.

Satiated is chosen for everyday comfort rather than maximum damage. It works through kills, so a long boss fight with no adds is a reason to check hunger and thirst manually. The guide does not promise a crit every other shot or specific boss-kill times.

Anti-armor Suppressed Automatic Radium Rifle
Anti-armor
Rapid
V.A.T.S. Optimized
Satiated
lvl 50
63
31
Fire Rate
94
shots per
10 sec
Automatic
Ammo
30.45
Range
0
89
179
100%50%
AP Cost
9 (2%) 45.2 shots before AP is depleted
14.91
2100.8
Legendary effects
Anti-armor
Armor Penetration +50%
Rapid
Speed: +25%
V.A.T.S. Optimized
AP Cost: -35%
Satiated
Kills Restore Hunger and Thirst
Modifications
Powerful Automatic Receiver
Weight: +33%
Recoil: +55%
AP Cost: +10%
Damage: -5%
Range: -17%
Ammo Capacity: +50%
Reload Speed: -10%
Energy Damage: -30%
Cryo Damage: -30%
Fire Damage: -30%
Poison Damage: -30%
Radiation Damage: -30%
Critical Damage Multiplier: -20%
Spread (hip-fire): +35%
Aligned Long Barrel
Range: +50%
Weight: +33%
Spread (hip-fire): +20%
Recoil: +16%
AP Cost: +10%
Sighted Transition: +6%
Aligned Stock
Weight: +15%
AP Cost: -10%
Quick Magazine
Weight: +15%
Reload Speed: +20%
Suppressor
Silences weapon.
Glow Sights
Weight: +5%
AP Cost: -20%
Weapon
Throwables
Throwable
Grenades, mines and thrown blades. One is carried at a time; extras become swap-ins.

Armor Sets

SECRET SERVICE TARGET SET Use all five Secret Service armor pieces. Every piece has Overeater's and Powered. Put Secret Agent's on the chest and Sentinel's on the four limbs. These are recommended upgrade targets; keep useful existing pieces while collecting mods.

Chest: Buttressed + Dense. Arms and legs: Buttressed + Ultra-Light Build. Add Shielded Secret Service Underarmor and a standard level 50 backpack. Dense emphasizes explosion protection; a jetpack is an optional mobility replacement. The backpack does not use Chemist or Grocer because Traveling Pharmacy and Thru-Hiker already handle those weights.

Current planner mechanics matter: Overeater's provides up to +40 max health per piece as hunger and thirst fill. It is not described here using the old damage-reduction effect. Satiated helps sustain those meters during fights. Powered supports AP recovery; Sentinel's provides conditional protection while stationary. Secret Agent's supports the stealth opening.

No fourth-star armor effect is required or installed in this baseline. Limit-Breaking is an optional later VATS upgrade; reassess critical-meter behavior before moving points out of Critical Savvy. Avoid duplicating weight-reduction effects already supplied by perks.

Upgrade order: an automatic suppressed rifle and usable Secret Service set first; then VATS Optimized, useful first-star armor effects and Powered pieces. Finish the exact third stars last. Perfect rolls are not an entry requirement.

Mechanics reference: https://nukesdragons.com/fallout-76/db/mods/mod-legendary-armor-1-overeater

Overeater's Dense Secret Service Chest Piece
Overeater's
Increases Max Health up to +40 as you Fill Your Hunger and Thirst Meters
Powered
Action Point Regen +5
Secret Agent's
Reduce Detection Chance +25%, Less Noise While Sneaking +25%
Buttressed
Weight: +30%
Physical Resistance: +65%
Dense
Reduce Incoming Explosives Damage by 30%
lvl 50
157
68
37
11
11
11
HP
 
+40
AP Regen
 
+5
Backpack
No Mod
Standard Backpack
lvl 50
0
0
0
0
0
0
Carry Weight
 
+60
Shielded Secret Service Underarmor
Standard Style
Endurance +2, Charisma +2, Agility +2
Shielded Lining
Improved Strength, Perception and Endurance.
lvl 1
23
31
48
6
6
6
E
 
+2
C
 
+2
A
 
+2
Overeater's Ultra-Light Secret Service Left Arm
Overeater's
Increases Max Health up to +40 as you Fill Your Hunger and Thirst Meters
Powered
Action Point Regen +5
Sentinel's
5% Damage Reduction while standing still.
Buttressed
Exceptional Damage Resistance, Radiation Resistance and Energy Resistance.
Ultra-Light Build
Action Points +10
lvl 50
78
33
19
6
6
6
HP
 
+40
AP Regen
 
+5
Overeater's Ultra-Light Secret Service Right Arm
Overeater's
Increases Max Health up to +40 as you Fill Your Hunger and Thirst Meters
Powered
Action Point Regen +5
Sentinel's
5% Damage Reduction while standing still.
Buttressed
Exceptional Damage Resistance, Radiation Resistance and Energy Resistance.
Ultra-Light Build
Action Points +10
lvl 50
78
33
19
6
6
6
HP
 
+40
AP Regen
 
+5
Overeater's Ultra-Light Secret Service Left Leg
Overeater's
Increases Max Health up to +40 as you Fill Your Hunger and Thirst Meters
Powered
Action Point Regen +5
Sentinel's
5% Damage Reduction while standing still.
Buttressed
Exceptional Damage Resistance, Radiation Resistance and Energy Resistance.
Ultra-Light Build
Action Points +10
lvl 50
78
33
19
6
6
6
HP
 
+40
AP Regen
 
+5
Overeater's Ultra-Light Secret Service Right Leg
Overeater's
Increases Max Health up to +40 as you Fill Your Hunger and Thirst Meters
Powered
Action Point Regen +5
Sentinel's
5% Damage Reduction while standing still.
Buttressed
Exceptional Damage Resistance, Radiation Resistance and Energy Resistance.
Ultra-Light Build
Action Points +10
lvl 50
78
33
19
6
6
6
HP
 
+40
AP Regen
 
+5
Armor stats
Set:
Secret Service
full (5 / 5)
 
492
 
231
 
161
 
41
 
41
 
41
E
 
+2
C
 
+2
A
 
+2
HP
 
+200
AP Regen
 
+25
Carry Weight
 
+60
Incoming Damage
 
x0.81
Armor set

Power Armor Sets

OTHER OWNED ARMOR AND LIMITATIONS Secret Service is the worn set for this guide. Hellcat, Excavator, T-60 and Ultracite are not installed as alternate optimized loadouts here. Power armor changes the value of stealth, Evasive, underarmor and backpack choices; use a dedicated power-armor loadout for sustained PA play.

The Chinese Stealth Armor can be carried as a situational radiation/stealth outfit. Equipping it replaces the Secret Service pieces and their legendary bonuses; the published armor totals no longer apply.

Designed for exploration, quests and public events. Stealth may be unavailable in some encounters. This is not presented as a raid-specialist or maximum boss-DPS build. The owner reports the perk setup works well; the completed target gear is a recommendation verified in the planner, not a claim that every roll has been acquired or play-tested.

Planner conditions: human, full health, no rads, fed/hydrated, Casual team with one mutated teammate, zero kill-streak stacks and no active consumables. Change those conditions when comparing your own Pip-Boy stats.

Power armor
A full frame with six pieces. The first set is worn, extras become swap-ins.
Character state switchboard
Some perks and legendary effects depend on your character's state.
Set it here to see what they really contribute.
Human
In Regular Armor
HP: 100% (729 / 729)
Rads: 0
Caps: 0 / 40000
Fully Fed
Max HP +35, Disease Resistance +35%, STR +1
Fully Hydrated
AP Regen +35%, Disease Resistance +35%, END +1
Casual Team
Intelligence +1 per teammate
Day
Addictions
0
Mutations
6
Standing
Not Sprinting
Normal Attacks
Hip Fire
Kill Streak
0 / 10
Onslaught
No Onslaught stacks in this build (Furious legendary mod, Gunslinger / Guerrilla perks).
Bullet Storm
No Bullet Storm stacks in this build (Bullet Storm perk).
Character stats
10
23
21
12
10
25
18
S.
P.
E.
C.
I.
A.
L.
Carry Weight
285
AP
407
HP
729
AP Regen
+25
XP
+46%
Resistances
567
306
161
84
84
84
0
Evasion Chance
0.08
Incoming Damage
x0.81
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