Salt of the Rads
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More: Close Range builds, Endgame builds, Glass Cannon builds, Solo builds
+75% ranged damage to crippled targets.
20% of the damage dealt to a limb is applied to all limbs on your target.
Weapons that fire 3 or more projectiles gain 30% range.
Ballistic weapon ammo weighs 90% less.
+10% damage to crippled targets per projectile your weapon fires.
Your arms allow you to handle ranged weapons better, increasing accuracy by 30%.
Your weapons weigh 50% less.
Focus fire to gain +3% accuracy and damage per shot.
Your small guns have 45% better accuracy and spread.
Gain 50% of your bonus movement speed as reload speed.
Your ranged weapons ignore 40% armor.
You deal 20% more damage per crippled limb your target has.
Your weapons have 2% increased damage per AP cost.
You will never mutate from rads and RadAway will never cure mutations.
Armor provides 15% more protection. Double if wearing a matching set.
Gain more max HP per point in END.
Irradiated food and drink grant 300% more rads.
Take 45% less damage from explosions.
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.
Each attack makes your target take increased damage.
Positive mutation effects are +25% stronger if teammates are mutated too.
Guns break 50% slower.
While you have Glow, gain 15% bonus damage for 10 seconds upon getting hit.
The power of Glow makes your AP regenerate 15% faster.
Your enhanced reflexes allow you to reload weapons 10% faster.
V.A.T.S. swaps targets on kill with +30% damage to your next target.
You do +20% ranged damage to close enemies.
+1% reload speed per Onslaught stack, +3 max stacks.
Your small guns gain a 15% stagger chance and +75% limb damage.
+5% ranged damage to close enemies per Onslaught stack, +5 max stacks.
The negative effects of your mutations are reduced by 75%.
Critical Hits now only consume 55% of your critical meter.
V.A.T.S. criticals now do +100% damage.
When your Glow is high, Gain 50% bonus Critical damage in V.A.T.S.
Weak point damage is increased by 15%.
Misses in V.A.T.S. now contribute to the Critical Meter based on your LCK.
Legendary perks
On kills, heal 8 HP and reduce how feral you are by 5%.
+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 END and +5 END Perk Points. Perk Points cap at 15.
+5 AGI and +5 AGI Perk Points. Perk Points cap at 15.
+5 LCK and +5 LCK Perk Points. Perk Points cap at 15.
On kills, heal 8 HP and reduce how feral you are by 5%.
+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 END and +5 END Perk Points. Perk Points cap at 15.
+5 AGI and +5 AGI Perk Points. Perk Points cap at 15.
+5 LCK and +5 LCK Perk Points. Perk Points cap at 15.
Effects (8)
+5% DMG per kill while on a Kill Streak. Max HP -50.
AG +4, Fall from heights more gradual, STR -4
Critical Damage +60%, PER +4, STR -4
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
Movement speed +20%, faster reload +20%, +50% drain on hunger and thirst while moving.
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
10 sec
Armor Sets
Power Armor Sets
Set it here to see what they really contribute.