Auto melee ghoul starter
Tried this build? Add a badge for what it does best, or agree with one that's already there.
points left
Your melee weapon attacks have +75% limb damage.
20% of the damage dealt to a limb is applied to all limbs on your target.
Your melee weapons do +30% damage to crippled targets.
Weights of all Chems (including Stimpaks) are reduced by 45%.
Your Melee and Fists weapons ignore 75% of your target's armor.
Your melee weapons weigh 60% less, and you can swing them 30% faster.
Your weapons have 2% increased damage per AP cost.
Deal +10% damage for each impairment your target has.
You deal 20% more damage per crippled limb your target has.
The positive effects of pre-war alcohol last twice as long.
Gain more max HP per point in END.
There's no chance you'll get addicted to alcohol.
Gain +3 to STR and END between the hours of 6:00 a.m. and 6:00 p.m.
You will never mutate from rads and RadAway will never cure mutations.
While in a team with another ghoul, you gain +3 to all S.P.E.C.I.A.L. stats.
Each attack makes your target take increased damage.
The positive effects of pre-war alcohol are tripled.
Positive mutation effects are +25% stronger if teammates are mutated too.
Power Tools break 40% slower.
Melee weapons break 80% slower.
Action Points regenerate 45% faster.
Your Action Points regenerate faster when not over encumbered.
Chance to Evade attacks based on AGI. (No Power Armor)
The negative effects of your mutations are reduced by 75%.
Legendary perks
On kills, heal 2 HP and reduce how feral you are by 2%.
On kills, heal 2 HP and reduce how feral you are by 2%.
Effects
Stats
Set it here to see what they really contribute.
construction
Weapons
Armor Sets
Build several sets and switch between them to compare stats.
Power Armor Sets
Build several and switch between them to compare stats.