Dark Carnival
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More: Endgame builds, Melee builds, Tank builds, Support builds
Your Fists deal more damage based on your DR.
+30% damage against bleeding targets.
Your melee weapons weigh 60% less, and you can swing them 30% faster.
Your Melee and Fists weapons ignore 75% of your target's armor.
Your bleed effects have 35% more damage and 25% less duration.
When your Glow is high, makes you immune to staggering attacks.
Block 20% more damage from your opponents' melee attacks.
Dealing Melee damage provides a small amount of Glow. (No Power Tools)
Your weapons have 2% increased damage per AP cost.
Take 45% less damage from explosions.
Armor provides 25% more protection. Double if wearing a matching set.
You will never mutate from rads and RadAway will never cure mutations.
Eating human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores Health and hunger.
Irradiated food and drink grant 300% more rads.
Gain more max HP per point in END.
Gain improved Health regen between the hours of 6:00 a.m. and 6:00 p.m.
While Feral, Reduce your target's damage output by 30% after you attack for 5 seconds.
While in a team with another ghoul, you gain +3 to all S.P.E.C.I.A.L. stats.
Holding Large amounts of Glow provides greater Glow to nearby ghouls on your team.
Positive mutation effects are +25% stronger if teammates are mutated too.
Each attack makes your target take increased damage.
Melee weapons break 80% slower.
Stimpaks and RadAway heal 60% faster.
When your Glow is high, gain a 20% evasion chance. (No Power Armor)
The power of Glow makes your AP regenerate 45% faster.
Gain +10% damage per kill while on a Kill Streak (Max 10).
+5% chance to Evade. Evade no longer has a cooldown. Instead it costs AP.
Your Action Points regenerate faster when not over encumbered.
Gain +15% chance to Evade while sprinting. (No Power Armor)
The negative effects of your mutations are reduced by 75%.
Gain 4 HP per second while in combat.
Bleeding enemies you kill have a chance to explode based on your LCK.
Gain Resistances based on your LCK and amount of junk held.
Legendary perks
When feral, all Glow perk abilities cost 50% less Glow.
Melee attacks deal 60% of their damage in a large area. (No Power Tools)
+5 STR and +5 STR Perk Points. Perk Points cap at 15.
+5 END and +5 END Perk Points. Perk Points cap at 15.
+5 AGI and +5 AGI Perk Points. Perk Points cap at 15.
20% chance for Fists Weapons to trigger an explosion on attack hits.
When feral, all Glow perk abilities cost 50% less Glow.
Melee attacks deal 60% of their damage in a large area. (No Power Tools)
+5 STR and +5 STR Perk Points. Perk Points cap at 15.
+5 END and +5 END Perk Points. Perk Points cap at 15.
+5 AGI and +5 AGI Perk Points. Perk Points cap at 15.
20% chance for Fists Weapons to trigger an explosion on attack hits.
Effects (10)
+5% DMG per kill while on a Kill Streak.
Energy Resistance +100. Energy Damage -50%.
Health Regeneration +300%. Chem Effects -55%.
-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.
Punching attacks do 25% more damage + bleed damage, AGI -4.
Melee damage +25%, better chance to cripple limbs. Gun accuracy -50%.
Medium chance to release a radiation blast when struck in melee. Minor damage to player during the radiation blast.
Stats
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construction
Weapons
10 sec
Armor Sets
Power Armor Sets
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