Sixers personal builds 300+
Main build - Junkies PA ghoul heavy Crafting build - high endurance weight reduction
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More: Consumable builds, Crafting builds, Endgame builds, Leveling builds, Wealth builds
Gain 9% damage per 30 ammo spent. 10 max stacks.
Your arms allow you to handle ranged weapons better, increasing accuracy by 30%.
You keep half of your Bullet Storm stacks when you reload. +1% reload speed per stack.
Weapons spin up 60% faster.
Gain more carry weight based on your STR.
Sprinting in Power Armor consumes no extra Fusion Core energy.
Your explosives detonate with twice the radius.
+75% ranged damage when attacking the torso.
Your ranged weapons ignore 40% armor.
Rad Resistance is reduced by 150. (Up to 0)
Gain 50% of your bonus movement speed as reload speed.
Your weapons have 2% increased damage per AP cost.
You will never mutate from rads and RadAway will never cure mutations.
Chems are 75% more effective at reducing how feral you are.
Any chems you take last 100% longer.
Irradiated food and drink grant 300% more rads.
Armor provides 25% more protection. Double if wearing a matching set.
You can Fast Travel while over encumbered at an increased cost.
Big guns gain 30% accuracy. Double in Power Armor.
The benefits of bobbleheads and magazines last twice as long.
Your explosives do +60% damage.
Stimpaks and RadAway heal 60% faster.
Fusion Core duration is now doubled.
Increase Environment Glow intake by 30% on Armors, Double if wearing a matching set.
Stimpaks restore more HP based on your INT.
Gain +10% damage per kill while on a Kill Streak (Max 10).
Your small guns gain a 15% stagger chance and +75% limb damage.
You do +20% ranged damage to close enemies.
+5% ranged damage to close enemies per Onslaught stack, +5 max stacks.
Produce 40% more rounds when crafting ammunition.
Heavy guns gain a 12% stagger chance and +75% limb damage.
Gain 4 HP per second while in combat.
Bleeding enemies you kill have a chance to explode based on your LCK.
Weak point damage is increased by 15%.
Legendary perks
Produce 150% more rounds when crafting ammunition.
+5 END and +5 END Perk Points. Perk Points cap at 15.
+5 LCK and +5 LCK Perk Points. Perk Points cap at 15.
+5 STR and +5 STR Perk Points. Perk Points cap at 15.
Auto-unlock skill 3 terminals and locks.+3 Lockpick and Hacking skills.
+5 PER and +5 PER Perk Points. Perk Points cap at 15.
Produce 150% more rounds when crafting ammunition.
+5 END and +5 END Perk Points. Perk Points cap at 15.
+5 LCK and +5 LCK Perk Points. Perk Points cap at 15.
+5 STR and +5 STR Perk Points. Perk Points cap at 15.
Auto-unlock skill 3 terminals and locks.+3 Lockpick and Hacking skills.
+5 PER and +5 PER Perk Points. Perk Points cap at 15.
Effects (20)
Charisma -1
Charisma -1, Agility -1
Strength -1, DR -10
Strength -1, Agility -1
All SPECIAL attributes -1
Agility -1, DR -10
Strength -1, Perception -1
Charisma -1, Luck -1
Perception -2, Agility -2
Strength -1, Endurance -1
Movement speed +20%, faster reload +20%, +50% drain on hunger and thirst while moving.
Damage and Energy Resistance +50, AP -50.
Carry weight +20, +jump height, INT -4
Vegetables provides x2 benefit and no disease. Eating meat doesn't satisfy hunger.
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
Health Regeneration +300%. Chem Effects -55%.
AG +4, Fall from heights more gradual, STR -4
+5% DMG per kill while on a Kill Streak. Max HP -50.
Consumables (24)
Intelligence: +2 (2h)
Intelligence: +2.25 (10m)
Max AP: +12 (25s)
Max AP: +12 (25s)
Strength: +0.9 (4m), Perception: +0.9 (4m), Endurance: +0.9 (4m), Charisma: +0.9 (4m), Intelligence: +0.9 (4m), Agility: +0.9 (4m), Luck: +0.9 (4m)
Experience: +5% (2h)
Experience: +4% (30m)
+5% XP in a team (1h)
Experience: +2% (30m)
Improves ballistic weapon DMG 15%, but increases the condition cost 15% for 5 minutes.
Luck: +2 (5m)
+20% Heavy Gun Damage (2h)
+20% Energy Gun Damage (2h)
Explosive Damage: +30% (2h)
+20% BALLISTIC DMG (2h)
+100% Ballistic Gun Crit Damage (1h)
Improves energy weapon DMG 15%, but increases the condition cost 15% for 5 minutes.
Luck: +2 (5m)
Damage: +11% (6m), Strength: +1.35 (6m), Endurance: +1.35 (6m), Max Health: +29.25 (6m)
+10% BALLISTIC DMG (10m)
+100% Energy Gun Crit Damage (1h)
+100% Heavy Gun Crit Damage (1h)
Weapons
10 sec
Armor Sets
Power Armor Sets
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