Unyielding all rounder
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Your weapons weigh 75% less.
Ballistic weapon ammo weighs 45% less.
+75% ranged damage to crippled targets.
20% of the damage dealt to a limb is applied to all limbs on your target.
+10% damage to crippled targets per projectile your weapon fires.
Weights of all Chems (including Stimpaks) are reduced by 45%.
Gain more carry weight based on your STR.
You deal 20% more damage per crippled limb your target has.
Your ranged weapons ignore 40% armor.
Your weapons have 2% increased damage per AP cost.
Gain more VATS accuracy based on your PER.
Focus fire to gain +1% accuracy and damage per shot.
Deal +10% damage for each impairment your target has.
Your explosives detonate with twice the radius.
Armor provides 25% more protection. Double if wearing a matching set.
Gain more max HP per point in END.
You will never mutate from rads and RadAway will never cure mutations.
Food and drink weights are reduced by 90%.
Increased Max AP based on END while not diseased.
The greater your Rads, the greater your Strength (max +5 STR)!
Increased Damage and Energy Resistance based on END while not diseased.
Each attack makes your target take increased damage.
Positive mutation effects are +25% stronger if teammates are mutated too.
Energy weapon ammo weighs 90% less.
Increase cryo damage based on your INT.
Your explosives do +60% damage.
Food in your inventory will spoil 90% slower.
While your Health is low, gain increased damage and AP regen.
Increase energy damage based on your INT.
Increase fire damage based on your INT.
Chance to Evade attacks based on AGI. (No Power Armor)
+5% ranged damage to close enemies per Onslaught stack, +5 max stacks.
Your ranged weapons do +12% weak spot damage.
+1% ranged weak spot damage per Onslaught stack, +3 max stacks.
You do +20% ranged damage to close enemies.
Action Points regenerate 45% faster.
V.A.T.S. criticals now do +100% damage.
The negative effects of your mutations are reduced by 75%.
Critical Hits now only consume 55% of your critical meter.
Gain Resistances based on your LCK and amount of junk held.
While below 30% health, gain a chance to Evade based on LCK. (No Power Armor)
Heavy guns gain a 12% stagger chance and +75% limb damage.
Legendary perks
+5 STR and +5 STR Perk Points. Perk Points cap at 15.
+5 PER and +5 PER Perk Points. Perk Points cap at 15.
+5 LCK and +5 LCK Perk Points. Perk Points cap at 15.
+5 INT and +5 INT Perk Points. Perk Points cap at 15.
+5 AGI and +5 AGI Perk Points. Perk Points cap at 15.
+5 END and +5 END Perk Points. Perk Points cap at 15.
+5 STR and +5 STR Perk Points. Perk Points cap at 15.
+5 PER and +5 PER Perk Points. Perk Points cap at 15.
+5 LCK and +5 LCK Perk Points. Perk Points cap at 15.
+5 INT and +5 INT Perk Points. Perk Points cap at 15.
+5 AGI and +5 AGI Perk Points. Perk Points cap at 15.
+5 END and +5 END Perk Points. Perk Points cap at 15.
Effects (10)
AG +4, Fall from heights more gradual, STR -4
Invisibility while unarmored and standing still. Must be unarmored and stationary for effect to work.
Critical Damage +60%, PER +4, STR -4
INT +6, STR -3, END -3
Health Regeneration +300%. Chem Effects -55%.
Vegetables provides x2 benefit and no disease. Eating meat doesn't satisfy hunger.
-2 SPECIAL solo, +2 SPECIAL grouped
Carry weight +20, +jump height, INT -4
Damage and Energy Resistance +50, AP -50.
Movement speed +20%, faster reload +20%, +50% drain on hunger and thirst while moving.
Consumables (17)
Max AP: +12 (25s), Intelligence: +7.5 (90m)
Energy Resistance: +87.5 (1h)
Max Health: +100 (1h)
Experience: +25% (1h), Max AP: +8 (25s)
Energy Resistance: +87.5 (1h)
Breathe Underwater. (90m)
AP Regen: +25 (1h), Disease resistance: +20 (1h)
Max AP: +50 (1h)
Charisma: +5 (1h)
Strength: +5 (1h)
Endurance: +5 (1h)
Agility: +5 (1h)
Crit Damage: +1.25 (1h)
No hunger & thirst for 60m
+10% Unscoped Weapon Dmg. (30m)
+20% BALLISTIC DMG (1h)
Weapons
10 sec
10 sec
Armor Sets
Power Armor Sets
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