Daily Stuff
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Your weapons weigh 50% less.
Ballistic weapon ammo weighs 45% less.
+75% ranged damage to crippled targets.
Sprinting in Power Armor consumes no extra Fusion Core energy.
The weight of all junk items is reduced by 50%.
Gain more carry weight based on your STR.
Weights of all Chems (including Stimpaks) are reduced by 45%.
Gain more VATS accuracy based on your PER.
Focus fire to gain +3% accuracy and damage per shot.
Your explosives detonate with twice the radius.
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 25% more protection. Double if wearing a matching set.
Any chems you take last 100% longer.
You're half as likely to get addicted when consuming Chems.
Gain more XP while on a team based on your CHA.
Positive mutation effects are +25% stronger if teammates are mutated too.
Each attack makes your target take increased damage.
Energy weapon ammo weighs 90% less.
Guns break 50% slower.
Fusion Core duration is now doubled.
Action Points regenerate 45% faster.
Falling below 20% health will automatically use a Stimpak, once every 20s.
The negative effects of your mutations are reduced by 75%.
V.A.T.S. criticals now do +50% damage.
Misses in V.A.T.S. now contribute to the Critical Meter based on your LCK.
Any kill in V.A.T.S. restores Action Points, based on your LCK.
Gain a chance to Deflect ranged attacks based on LCK.
Legendary perks
Auto-unlock skill 0 terminals and locks.+3 Lockpick and Hacking skills.
+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 LCK and +5 LCK Perk Points. Perk Points cap at 15.
10% chance energy damage will recharge your power armor's fusion core and restore health.
Auto-unlock skill 0 terminals and locks.+3 Lockpick and Hacking skills.
+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 LCK and +5 LCK Perk Points. Perk Points cap at 15.
10% chance energy damage will recharge your power armor's fusion core and restore health.
Effects (18)
+5% DMG per kill while on a Kill Streak. Max HP -50.
AG +4, Fall from heights more gradual, STR -4
No disease from Meat and 2x bonus to Food from eating meat products. Eating fruits, and vegetables does not satisfy hunger.
Critical Damage +60%, PER +4, STR -4
INT +6, STR -3, END -3
Teammates take 25% less damage. Player take 25% more damage.
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%.
Energy Resistance +100. Energy Damage -50%.
Invisibility while unarmored and standing still. Must be unarmored and stationary for effect to work.
Chance to shock melee attackers. Small amount of damage done to player.
Poison aura scaling with your diseases.
Medium chance to release a radiation blast when struck in melee. Minor damage to player during the radiation blast.
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
Armor Sets
Power Armor Sets
Set it here to see what they really contribute.