Raid Bloodied Build
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Gain more carry weight based on your STR.
Gain Damage Resistance based on your STR. Doubled when not wearing armor.
Your weapons weigh 75% less.
Ballistic weapon ammo weighs 45% less.
Weights of all Chems (including Stimpaks) are reduced by 90%.
Block 25% more damage from your opponents' melee attacks.
Gain 6% damage per 30 ammo spent. 10 max stacks.
Gain Energy Resistance based on your PER.
Your ranged weapons ignore 40% armor.
Focus fire to gain +3% accuracy and damage per shot.
Your weapons have 2% increased damage per AP cost.
Increased Damage and Energy Resistance based on END while not diseased.
Gain more max HP per point in END.
Increased Disease Resistance based on END.
The greater your Rads, the greater your Strength (max +5 STR)!
Increased Elemental Resistances based on END while not diseased.
Armor provides 25% more protection. Double if wearing a matching set.
You will never mutate from rads and RadAway will never cure mutations.
Increased Max AP based on END while not diseased.
Take 45% less damage from explosions.
Gain more XP while on a team based on your CHA.
Gain Damage & Energy Resistance based on your CHA and number of teammates.
Each attack makes your target take increased damage.
Reduce your target's damage output by 30% for 2 seconds after you attack.
Increase cryo damage based on your INT.
While your Health is low, gain increased damage and AP regen.
Guns break 50% slower.
Energy weapon ammo weighs 90% less.
Stimpaks and RadAway heal 60% faster.
Stimpaks restore more HP based on your INT.
Big guns gain 30% accuracy. Double in Power Armor.
Chance to Evade attacks based on AGI. (No Power Armor)
Falling below 20% health will automatically use a Stimpak, once every 20s.
Your ranged weapons do +12% weak spot damage.
+1% ranged weak spot damage per Onslaught stack, +3 max stacks.
+5% chance to Evade. Evade no longer has a cooldown. Instead it costs AP.
Action Points regenerate 45% faster.
Your Action Points regenerate faster when not over encumbered.
Gain Resistances based on your LCK and amount of junk held.
While below 30% health, gain a chance to Evade based on LCK. (No Power Armor)
V.A.T.S. criticals now do +100% damage.
Critical Hits now only consume 55% of your critical meter.
Heavy guns gain a 12% stagger chance and +75% limb damage.
The negative effects of your mutations are reduced by 75%.
Misses in V.A.T.S. now contribute to the Critical Meter based on your LCK.
Legendary perks
+5 STR and +5 STR 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 AGI and +5 AGI 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 STR and +5 STR 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 AGI and +5 AGI 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.
Effects (11)
AG +4, Fall from heights more gradual, STR -4
INT +6, STR -3, END -3
Critical Damage +60%, PER +4, STR -4
-2 SPECIAL solo, +2 SPECIAL grouped
Vegetables provides x2 benefit and no disease. Eating meat doesn't satisfy hunger.
Health Regeneration +300%. Chem Effects -55%.
Energy Resistance +100. Energy Damage -50%.
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.
Melee damage +25%, better chance to cripple limbs. Gun accuracy -50%.
Consumables (2)
Intelligence: +4 (30m)
Experience: +20% (1h), Max AP: +8 (25s)
Weapons
10 sec
10 sec
Armor Sets
Power Armor Sets
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