Test
Gain Damage Resistance based on your STR. Doubled when not wearing armor.
+50% ranged damage to crippled targets.
20% of the damage dealt to a limb is applied to all limbs on your target.
You are 50% harder to stagger.
Weights of all Chems (including Stimpaks) are reduced by 90%.
Your small guns reload 30% faster and have 30% more hip fire accuracy.
Your weapons have 2% increased damage per AP cost.
You deal 20% more damage per crippled limb your target has.
Your ranged weapons ignore 40% armor.
Gain more VATS accuracy based on your PER.
Your explosives detonate with twice the radius.
Focus fire to gain +1% accuracy and damage per shot.
Take 45% less damage from explosions.
Increased Damage and Energy Resistance based on END while not diseased.
Armor provides 20% more protection. Double if wearing a matching set.
You take less radiation from eating or drinking based on your END.
Gain more max HP per point in END.
Benefits of being Well Fed or Hydrated are further increased when you have less than 10% RADS.
You will never mutate from rads and RadAway will never cure mutations.
Increased Max AP based on END while not diseased.
Food and drink weights are reduced by 90%.
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.
Automatically revive downed teammates once every 3 minutes and grant them increased healing for 1 minute.
Energy weapon ammo weighs 90% less.
Your explosives do +60% damage.
Increase energy damage based on your INT.
Your ranged attacks do an additional 30% sneak attack damage.
Gain Onslaught stacks over time and spend them on attacks, +10 max stacks.
+1% ranged weak spot damage per Onslaught stack, +3 max stacks.
+5% ranged damage to close enemies per Onslaught stack, +5 max stacks.
+1% reload speed per Onslaught stack, +3 max stacks.
Chance to Evade attacks based on AGI. (No Power Armor)
+5% chance to Evade. Evade no longer has a cooldown. Instead it costs AP.
The negative effects of your mutations are reduced by 75%.
V.A.T.S. criticals now do +100% damage.
Critical Hits now only consume 55% of your critical meter.
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.
Hits outside V.A.T.S. refill your Critical Meter at 10% contribution.
Legendary perks
+5 AGI and +5 AGI Perk Points. Perk Points cap at 15.
+5 END and +5 END Perk Points. Perk Points cap at 15.
+5 INT and +5 INT Perk Points. Perk Points cap at 15.
+5 PER and +5 PER Perk Points. Perk Points cap at 15.
Enemies take 40% more damage when they attack you, if you're on a team.
+5 STR and +5 STR Perk Points. Perk Points cap at 15.
+5 AGI and +5 AGI Perk Points. Perk Points cap at 15.
+5 END and +5 END Perk Points. Perk Points cap at 15.
+5 INT and +5 INT Perk Points. Perk Points cap at 15.
+5 PER and +5 PER Perk Points. Perk Points cap at 15.
Enemies take 40% more damage when they attack you, if you're on a team.
+5 STR and +5 STR Perk Points. Perk Points cap at 15.
Effects
Stats
Some legendary effects and perks perform better under certain conditions.
construction
Weapons
construction
Armor Sets
Power Armor Sets
You can have several power armor sets and switch between them to see how they affect your stats.