Unyielding EXP WEST TEK
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Gain Damage Resistance based on your STR. Doubled when not wearing armor.
Weights of all Chems (including Stimpaks) are reduced by 90%.
Your weapons weigh 75% less.
The weight of all junk items is reduced by 50%.
Gain +5 INT and PER between the hours of 6:00 p.m. and 6:00 a.m.
Gain Energy Resistance based on your PER.
Your weapons have 2% increased damage per AP cost.
Gain Limb Damage Reduction based on your END.
Radiation now regenerates even more of your lost Health!
Increased Damage and Energy Resistance based on END while not diseased.
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.
Increased Disease Resistance based on END.
The greater your Rads, the greater your Strength (max +5 STR)!
Benefits of being Well Fed or Hydrated are further increased when you have less than 10% RADS.
Gain Damage & Energy Resistance based on your CHA and number of teammates.
Gain more XP while on a team based on your CHA.
Gain 2 Charisma for each teammate, excluding yourself.
Regenerate HP while on a team based on your CHA.
Positive mutation effects are +25% stronger if teammates are mutated too.
Reduce your target's damage output by 30% for 2 seconds after you attack.
Each attack makes your target take increased damage.
You can Fast Travel while over encumbered at an increased cost.
Players you revive have +25% damage for 2 min.
Gain Resistances and AP Regen based on your CHA while not on a team.
Energy weapon ammo weighs 90% less.
Stimpaks restore more HP based on your INT.
Guns break 50% slower.
While your Health is low, gain increased damage and AP regen.
Increase energy damage based on your INT.
Big guns gain 30% accuracy. Double in Power Armor.
Your armor breaks 60% slower and is cheaper to repair.
Chance to Evade attacks based on AGI. (No Power Armor)
Falling below 20% health will automatically use a Stimpak, once every 20s.
The negative effects of your mutations are reduced by 75%.
Gain a chance to Deflect ranged attacks based on LCK.
While below 30% health, gain a chance to Evade based on LCK. (No Power Armor)
Chance your equipped armor will greatly repair itself when struck.
Chance your weapon will greatly repair itself when hitting an enemy.
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 END and +5 END Perk Points. Perk Points cap at 15.
+5 CHA and +5 CHA 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 END and +5 END Perk Points. Perk Points cap at 15.
+5 CHA and +5 CHA Perk Points. Perk Points cap at 15.
Effects (9)
+5% DMG per kill while on a Kill Streak.
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%.
-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.
Stats
Set it here to see what they really contribute.
construction
Weapons
10 sec
Armor Sets
Power Armor Sets
Build several and switch between them to compare stats.