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Contents

  • Reclamation Begins!
    • Foreword
    • Welcome to West Virginia!
  • Training
    • Status: You Will Emerge!
    • Status: You Have Emerged!
      • Now What?
      • The First 76 Seconds...Minutes...and Hours
      • Onward to Flatwoods: Eight Steps in Your Initial Exploration (Levels 2–10)
      • You Will Explore: General Activities to Undertake
      • Montani Semper Liberi: Adventuring Across Appalachia
    • Let's Work With Others!
    • Special Attributes and Perks
      • What Makes You SPECIAL?
      • Strength
      • Perception
      • Endurance
      • Charisma
      • Intelligence
      • Agility
      • Luck
    • Appalachian Archetypes
  • Crafting and C.A.M.P.ing
    • Crafting and Modifications
    • C.A.M.P.ING and Workshops
  • Inventory
    • Weapons
    • Apparel
    • Power Armor
    • Aid
    • Junk
    • Weapon and Armor Mods
    • Ammo
  • Quests
    • Introduction
    • Quest index
    • Main Quests
    • Side Quests
    • Daily, Repeatable, and Drop Quests
    • Event Quests
    • Other Quests
    • Challenges
    • Treasure Maps
  • Atlas of Appalachia
    • An Overview of Appalachia
  • REGION 1: THE FOREST
    • Region 1 Map
    • The Forest: Zone A—Vault 76 and Flatwoods
      • Zone A Primary Locations
      • Zone A Primary Locations Checklist
      • Vault 76
      • Moonshiner’s Shack
      • North Kanawha Lookout
      • Twin Pine Cabins
      • Gilman Lumber Mill
      • Isolated cabin
      • Landview Lighthouse
      • Alpine River Cabins
      • Wixon Homestead
      • Flatwoods Lookout
      • Overseer’s Camp
      • Relay Tower EM-B1-27
      • Green Country Lodge
      • Flatwoods
      • Vault-tec Agricultural Research Center
      • Sunshine Meadows Industrial Farm
      • Zone A: Secondary Locations
    • The Forest: Zone B—Northwest Forest and Point Pleasant
      • Zone B: Primary Locations
      • Zone B Primary Locations Checklist
      • WV Lumber Co.
      • Darling Sister’s Lab
      • Groves Family Cabin
      • Aaronholt Homestead
      • Tyler County Fairgrounds
      • Tyler County Dirt Track
      • Deathclaw Island
      • Transmission Station 1AT-U03
      • Anchor Farm
      • Black Mountain Ordnance Works
      • Point Pleasant
      • Marigold Pavilion
      • Hunter’s Ridge
      • Zone B: Secondary Locations
    • The Forest: Zone C—Morgantown and Eastern Forest
      • Zone C: Primary Locations
      • Zone C Primary Locations Checklist
      • Wilson Brother’s Auto Repair
      • Gorge Junkyard
      • Morgantown
      • Morgantown Trainyard
      • Morgantown Station
      • Morgantown Airport
      • Morgantown High School
      • Portside Pub
      • Mama Dolce’s Food Processing
      • Vault-tec University
      • Grafton Dam
      • Slocum’s Joe
      • Gauley Mine
      • Arktos Pharma
      • Greg’s Mine Supply
      • Bolton Greens
      • New River Gorge Bridge-East
      • New River Gorge Resort
      • Sutton
      • Sutton Station
      • East Kanawha Lookout
      • Helvetia
      • Horizon’s Rest
      • Relay Tower HN-B1-12
      • White Powder Winter Sports
      • Tygart Water Treatment
      • Poseidon Power Substation PX-02
      • Camp Mcclintock
      • Zone C: Secondary Locations
    • The Forest: Zone D—Southwest Forest
      • Zone D: Primary Locations
      • Zone D Primary Locations Checklist
      • Hillfolk Hotdogs
      • Poseidon Power Substation PX-01
      • Ohio River Adventures
      • Kanawha County Cemetery
      • Billings Homestead
      • Silva Homestead
      • Orwell Orchards
      • New River Gorge Bridge-West
      • Cow Spots Creamery
      • Lewis & Sons Farming Supply
      • Kanawha Nuka-Cola Plant
      • Camp Adams
      • Camp Adams Lookout
      • The Giant Teapot
      • Poseidon Energy Plant WV-06
      • Poseidon Energy Plant Yard
      • Zone D: Secondary Locations
    • The Forest: Zone E—Charleston and Surroundings
      • Zone E: Primary Locations
      • Zone E Primary Locations Checklist
      • Charleston
      • Charleston Station
      • Charleston Railyard
      • Charleston Landfill
      • AVR Medical Center
      • Hornwright Industrial Headquarters
      • Charleston Herald
      • Charleston Fire Department
      • Charleston Capitol Building
      • Wade Airport
      • Summersville Dam
      • Summersville Docks
      • Lakeside Cabins
      • New Gad
      • Summersville
      • Burdette Manor
      • Sugarmaple
      • Overlook Cabin
      • Riverside Manor
      • Torrance House
      • Hornwright Summer Villa
      • Fissure Site
      • Zone E: Secondary Locations
  • REGION 2: TOXIC VALLEY
    • Toxic Valley: Primary Locations
    • Primary Locations Checklist
    • The Crosshair
    • Clancy Manor
    • Cobbleton Farm
    • Lady Janet’s Soft Serve
    • Hemlock Holes
    • Hemlock Holes Maintenance
    • Becker Farm
    • Grafton Station
    • Grafton
    • Eastern Regional Penitentiary
    • Smith Farm
    • Woods Estate
    • Wavy Willard’s Water Park
    • Willard Corporate Housing
    • Clarksburg
    • Clarksburg Shooting Club
    • Toxic Dried Lakebed
    • Kiddie Corner Cabins
    • Black Bear Lodge
    • Graninger Farm
    • Pioneer Scout Lookout
    • Pioneer Scout Camp
    • Grafton Steel and Grafton Steel Yard
    • Poseidon Power Substation PX-03
    • Colonel Kelly Monument
    • Philippi Battlefield Cemetery
    • Crashed Space Station
    • Knife Edge
    • Prickett’s Fort
    • Toxic Valley: Secondary Locations
  • REGION 3: The Ash Heap
    • Region 3 Map
    • The Ash Heap: Zone A—Beckley and Mount Blair
      • Zone A: Primary Locations
      • Zone A Primary Locations Checklist
      • Camden Park
      • Brim Quarry
      • Hornwright Testing Site #04
      • Relay Tower HG-B7-09
      • Abandoned Mine Shaft 5
      • Belching Betty
      • The Rusty Pick
      • Abandoned Mine Site Kittery
      • Beckley Mine Exhibit
      • Beckley
      • Sal’s Grinders
      • Hornwright Air Cleanser Site #04
      • Nicholsons’s End
      • Abandoned Mine Shaft 4
      • Abandoned Mine Shaft Elaine
      • Mount Blair Trainyard
      • Mount Blair
      • Abandoned Mine Shaft 6
      • Rollins Work Camp
      • Zone A: Secondary Locations
    • The Ash Heap: Zone B—Lewisburg, Welch, and Garrahan Mining
      • Zone B: Primary Locations
      • Zone B Primary Locations Checklist
      • Hornwright Air Cleanser Site #01
      • The Burning Mine
      • Widow’s Perch
      • Bleeding Kate’s Grindhouse
      • Relay Tower DP-B5-21
      • Uncanny Caverns
      • Miners Monument
      • Bastion Park
      • Abandoned Mine Shaft 3
      • Hornwright Air Cleanser Site #02
      • Pleasant Hills Cemetery
      • Lewisburg
      • Lewisburg Station
      • Lake Reynolds
      • Big Bend Tunnel West
      • Monongah Power Substation MZ-03
      • Hornwright Testing Site #02
      • Welch
      • Welch Station
      • Abandoned Mine Shaft 1
      • AMS Testing Site
      • Hornwright Air Cleanser Site #03
      • Red Rocket Filling Station
      • Abandoned Mine Shaft 2
      • Hornwright Testing Site #03
      • Fissure Site
      • Striker Row
      • Unfinished Mansion
      • Garrahan Estate
      • Hornwright Estate
      • Garrahan Mining Headquarters
      • Zone B: Secondary Locations
  • REGION 4: SAVAGE DIVIDE
    • Region 4 Map
    • Savage Divide: Zone A—North Mountains, Sunnytop, and Monongah
      • Zone A: Primary Locations
      • Zone A Primary Locations Checklist
      • Palace of the Winding Path
      • Converted Munitions Factory
      • Bailey Family Cabin
      • Fissure Site Beta
      • Site Bravo
      • Monongah Power Substation MZ-01
      • Sunnytop Station
      • Sunnytop Ski Lanes
      • Sunnytop Ski Lanes Base Lodge
      • North Mountain Lookout
      • Fissure Site Sigma
      • Hopewell Cave
      • Pumpkin House
      • Red Rocket Mega Stop
      • Vault 94
      • Ingram Mansion
      • Monongah Overlook
      • Monongah Mine
      • Monongah Power Plant
      • Monongah Power Plant Yard
      • Monongah
      • Observatory
      • Ammo Dump
      • Sons of Dane Compound
      • Relay Tower LW-B1-22
      • Sylvie & Sons Logging Camp
      • Zone A: Secondary Locations
    • Savage Divide: Zone B—Central Mountains, Pleasant Valley, and Whitespring
      • Zone B: Primary Locations
      • Zone B Primary Locations Checklist
      • Seneca Rocks Visitor Center
      • Seneca Rocks
      • The Sludge Hole
      • Seneca Gang Camp
      • Wendigo Cave
      • Autumn Acre Cabin
      • Toxic Larry’s Meat ‘n Go
      • Skullbone Vantage
      • Pleasant Valley Cabins
      • Top of the World
      • Pleasant Valley Ski Resort
      • Pleasant Valley Station
      • South Cutthroat Camp
      • North Cutthroat Camp
      • Central Mountain Lookout
      • Yellow Sandy’s Still
      • Cliffwatch
      • Safe ‘n Clean Disposal
      • New Appalachian Central Trainyard
      • 98 NAR Regional
      • Beckwith Farm
      • Big Fred’s BBQ Shack
      • Site Alpha
      • Whitespring Lookout
      • The Whitespring Golf Club
      • The Whitespring Resort
      • The Whitespring Service Entrance
      • The Whitespring Bunker
      • Whitespring Station
      • Zone B: Secondary Locations
    • Savage Divide: Zone C—South Mountains, Sugar Grove, and Spruce Knob
      • Zone C: Primary Locations
      • Zone C Primary Locations Checklist
      • Monongah Power Substation MZ-02
      • Blackwater Mine
      • Middle Mountain Cabins
      • Emmett Mountain Disposal Site
      • Ripper Alley
      • National Isolated Radio Array
      • Sugar Grove
      • National Radio Astronomy Research Center
      • West Tek Research Center
      • US-13C Bivouac
      • East Mountain Lookout
      • Mountainside Bed-and-Breakfast
      • The Vantage
      • Solomon’s Pond
      • Twin Lakes
      • Investigator’s Cabin
      • Huntersville
      • Devil’s Backbone
      • The Freak Show
      • Site Charlie
      • R&G Processing Services
      • R&G Station
      • Spruce Knob Channels
      • Spruce Knob Lake
      • Spruce Knob
      • Spruce Knob Campground
      • South Mountain Lookout
      • Monorail Elevator
      • Lucky Hole Mine
      • Dent & Sons Construction
      • Scenic Overlook
      • Federal Disposal Field HZ-21
      • Vault 96
      • Lake Eloise
      • Fissure Site Gamma
      • Relay Tower EL-B1-02
      • Johnson’s Acre
      • Zone C: Secondary Locations
  • REGION 5: THE MIRE
    • Region 4 Map
    • The Mire: Zone A—North Mire, Thunder Mountain, and Berkeley Springs
      • Zone A: Primary Locations
      • Zone A Primary Locations Checklist
      • Freddy Fear’s House of Scares
      • East Ridge Lookout
      • Abandoned Bunker
      • Hunter’s Shack
      • Southhampton Estate
      • Highland Marsh
      • Abbie’s Bunker
      • Gnarled Shadows
      • Gulper Lagoon
      • Ella Ames’ Bunker
      • Excelsior Model Home
      • Fissure Site Omicron
      • Mosstown
      • Dolly Sods Lookout
      • Dolly Sods Wilderness
      • Dolly Sods Campground
      • Crashed Plane
      • Carson Family Bunker
      • Crevasse Dam
      • Thunder Mountain Power Plant Yard
      • Thunder Mountain Power Plant
      • Dyer Chemical
      • Raleigh Clay’s Bunker
      • Braxson’s Quality Medical Supplies
      • Berkeley Springs West
      • Berkeley Springs
      • Big Maw
      • Treehouse Village
      • Haven Church
      • Zone A: Secondary Locations
    • The Mire: Zone B—South Mire, Harpers Ferry, and Tanagra Town
      • Zone B: Primary Locations
      • Zone B Primary Locations Checklist
      • Hawke’s Refuge
      • Sunday Brothers’ Cabin
      • Thunder Mountain Substation TM-01
      • Harpers Ferry
      • Southern Belle Motel
      • Abandoned Waste Dump
      • Tanagra Town
      • Ransacked Bunker
      • Big B’s Rest Stop
      • Valley Galleria
      • Treetops
      • Dabney Homestead
      • Camp Venture
      • KMAX Transmission
      • Zone B: Secondary Locations
  • REGION 6: CRANBERRY BOG
    • Region 6 Map
    • Cranberry Bog: Zone A—North Bog, RobCo Research Center, and Abandoned Bog Town
      • Zone A: Primary Locations
      • Zone A Primary Locations Checklist
      • Kerwood Mine
      • Firebase Major
      • Fissure Site
      • Firebase LT
      • Mac’s Farm
      • The General’s Steakhouse
      • RobCo Research Center
      • The Thorn
      • Forward Station Alpha
      • Superior Sunset Farm
      • Ranger District Office
      • Ranger Lookout
      • Creekside Sundew Grove
      • Bootlegger’s Shack
      • Drop Site G3
      • Quarry X3
      • Abandoned Bog Town
      • Pylon V-13
      • Old Mold Quarry
      • Drop Site C2
      • Zone A: Secondary Locations
    • Cranberry Bog: Zone B—South Bog and Watoga
      • Zone B: Primary Locations
      • Zone B Primary Locations Checklist
      • Fort Defiance
      • Appalachian Antiques
      • Thunder Mountain Substation TM-02
      • Veiled Sundew Grove
      • Cranberry Glade
      • Big Bend Tunnel East
      • NAR Repair Yard
      • Watoga
      • Watoga Civic Center
      • Watoga Transit Hub
      • Watoga Emergency Services
      • Watoga Municipal Center
      • AMS Corporate Headquarters
      • Watoga Shopping Plaza
      • Watoga Estates
      • Watoga Station
      • Watoga High School
      • Flooded Trainyard
      • Firebase Hancock
      • Lost Home
      • Sparse Sundew Grove
      • Sunrise Farm
      • Survey Camp Alpha
      • Fissure Site
      • Overgrown Sundew Grove
      • Drop Site V9
      • Glassed Cavern
      • Fissure Site Prime
      • Forward Station Delta
      • Zone B: Secondary Locations
  • Bestiary
    • Enemy Encounters
    • Turrets
    • Critters
    • Cryptids
  • Appendices
    • Achievements
    • BOBBLEHEADS, POWER ARMOR, AND MAGAZINES
      • APPENDIX: BOBBLEHEAD LOCATIONS
      • APPENDIX: POWER ARMOR LOCATIONS
      • APPENDIX: MAGAZINE LOCATIONS
  • Interactive Maps
    • Appalachia World Map
    • The Forest: Zone A
      • Vault 76 (Interior)
      • Alpine River Cabins (Exterior)
      • Wixon Homestead (Exterior)
      • Flatwoods (Exterior)
      • Vault-Tec Agricultural Research Center (Exterior)
      • Vault-Tec Agricultural Research Center (Interior)
      • Sunshine Meadows Industrial Farm (Exterior)
    • The Forest: Zone B
      • WV Lumber Co. (Exterior)
      • Tyler County Fairgrounds (Exterior)
      • Tyler County Dirt Track (Exterior)
      • Black Mountain Ordnance Works (Exterior)
      • Point Pleasant (Exterior)
      • Point Pleasant: Mothman Museum (Interior)
      • Hunter's Ridge (Exterior)
    • The Forest: Zone C
      • Gorge Junkyard (Exterior)
      • Morgantown (Exterior)
      • Morgantown Trainyard (Exterior and Interior)
      • Morgantown Station (Exterior and Interior)
      • Morgantown Airport (Exterior)
      • Morgantown Airport: Terminal (Interior)
      • Morgantown High School (Exterior)
      • Morgantown High School (Interior)
      • Portside Pub (Exterior and Interior)
      • Mama Dolce's Food Processing (Exterior and Interior)
      • Fujiniya Intelligence Base (Interior)
      • Vault-Tec University (Exterior)
      • Vault-Tec University (Interior)
      • Grafton Dam (Exterior and Interior)
      • Gauley Mine (Interior)
      • Arktos Pharma (Exterior)
      • Arktos Pharma (Interior)
      • Greg's Mine Supply (Interior)
      • Bolton Greens (Exterior)
      • Bolton Greens (Interior)
      • New River Gorge Bridge—East and West (Upper and Lower)
      • New River Gorge Resort (Exterior)
      • Sutton (Exterior)
      • Helvetia (Exterior)
      • Horizon's Rest (Exterior)
      • Tygart Water Treatment (Exterior)
      • Camp McClintock (Exterior)
      • Camp McClintock: Main Building (Interior)
    • The Forest: Zone D
      • Billings Homestead (Exterior)
      • Silva Homestead (Exterior)
      • Lewis & Sons Farming Supply (Exterior)
      • Kanawha Nuka-Cola Plant (Interior)
      • Kanawha Nuka-Cola Plant (Exterior)
      • Poseidon Energy Plant WV-06 (Exterior)
      • Poseidon Energy Plant WV-06 (Interior)
    • The Forest: Zone E
      • Charleston (Exterior)
      • Charleston Railyard (Exterior)
      • Charleston Landfill (Exterior)
      • AVR Medical Center (Exterior)
      • AVR Medical Center (Interior)
      • Hornwright Industrial Headquarters (Interior)
      • Charleston Herald (Interior)
      • Charleston Fire Department (Exterior)
      • Charleston Fire Department (Interior)
      • Charleston Capitol Building (Exterior)
      • Charleston Capitol Building (Interior)
      • Wade Airport (Exterior)
      • Summersville Docks (Exterior)
      • Lakeside Cabins (Exterior)
      • New Gad (Exterior)
      • Summersville (Exterior)
      • Overlook Cabin (Interior)
      • Riverside Manor (Exterior)
      • Riverside Manor (Interior)
      • Torrance House (Exterior and Interior)
      • Hornwright Summer Villa (Exterior)
    • Toxic Valley
      • Clancy Manor (Exterior)
      • Hemlock Holes Maintenance (Workshop)
      • Becker Farm (Exterior)
      • Grafton (Exterior)
      • Eastern Regional Penitentiary (Exterior)
      • Eastern Regional Penitentiary (Interior)
      • Wavy Willard's Water Park (Exterior)
      • Clarksburg (Exterior)
      • Black Bear Lodge (Exterior)
      • Black Bear Lodge (Interior)
      • Pioneer Scout Camp and Lookout (Exterior)
      • Grafton Steel (Exterior)
      • Grafton Steel (Interior)
      • Prickett's Fort (Exterior)
    • Ash Heap: Zone A
      • Camden Park (Exterior)
      • Brim Quarry (Exterior)
      • Belching Betty (Interior)
      • The Rusty Pick (Exterior)
      • The Rusty Pick (Interior)
      • Beckley (Exterior)
      • Sal's Grinders (Exterior and Interior)
      • Mount Blair Trainyard (Exterior)
      • Mount Blair (Exterior)
    • Ash Heap: Zone B
      • The Burning Mine (Interior)
      • Uncanny Caverns (Exterior)
      • Uncanny Caverns (Interior)
      • Lewisburg (Exterior)
      • Big Bend Tunnel East and West (Interior)
      • Welch (Exterior)
      • Garrahan Estate (Interior)
      • Hornwright Estate (Interior)
      • Garrahan Mining Headquarters (Exterior)
      • Garrahan Mining Headquarters (Interior)
    • Savage Divide: Zone A
      • Palace of the Winding Path (Exterior)
      • Palace of the Winding Path (Interior)
      • Converted Munitions Factory (Exterior)
      • Converted Munitions Factory (Interior)
      • Site Bravo (Interior)
      • Sunnytop Ski Lanes (Exterior)
      • Sunnytop Ski Lanes (Interior)
      • Red Rocket Mega Stop (Exterior)
      • Vault 94 Entrance (Exterior)
      • Monongah Power Plant (Exterior)
      • Monongah Power Plant (Interior)
      • Monongah (Exterior)
      • Observatory (Exterior)
      • Observatory (Interior)
      • Sons of Dane Compound (Exterior)
    • Savage Divide: Zone B
      • Wendigo Cave (Interior)
      • Pleasant Valley Cabins (Exterior)
      • Top of the World (Upper Area)
      • New Appalachian Central Trainyard (Exterior)
      • Site Alpha (Interior)
      • Whitespring Golf Club (Exterior and Interior)
      • The Whitespring Resort (Exterior)
      • The Whitespring Resort (Interior)
      • Whitespring Bunker (Interior)
    • Savage Divide: Zone C
      • Blackwater Mine (Interior)
      • Blackwater Mine (Exterior)
      • Emmett Mountain Disposal Site (Exterior)
      • Emmett Mountain Disposal Site (Interior)
      • National Isolated Radio Array (Exterior)
      • Sugar Grove (Exterior)
      • Sugar Grove (Secret Facility Interior)
      • National Radio Astronomy Research Center (Interior)
      • West Tek Research Center (Exterior)
      • West Tek Research Center (Interior)
      • Mountainside Bed & Breakfast (Exterior and Interior)
      • Huntersville (Exterior)
      • Site Charlie (Interior)
      • R&G Processing Services (Exterior)
      • Spruce Knob (Exterior)
      • Monorail Elevator (Exterior)
      • Lucky Hole Mine (Interior)
      • Federal Disposal Field HZ-21 (Exterior)
    • The Mire: Zone A
      • Abandoned Bunker (Interior)
      • Abbie's Bunker (Interior)
      • Ella Ames' Bunker (Interior)
      • Mosstown (Exterior)
      • Dolly Sods Wilderness (Exterior)
      • Carson Family Bunker (Interior)
      • Crevasse Dam (Exterior)
      • Thunder Mountain Power Plant (Exterior)
      • Thunder Mountain Power Plant (Interior)
      • Dyer Chemical (Exterior)
      • Dyer Chemical: Sewer (Interior)
      • Raleigh Clay's Bunker (Interior)
      • Braxson's Quality Medical Supplies (Exterior and Interior)
      • Berkeley Springs (Exterior)
      • Treehouse Village (Exterior)
      • Haven Church (Exterior)
    • The Mire: Zone B
      • Hawke's Refuge (Interior)
      • Harpers Ferry (Exterior)
      • Abandoned Waste Dump: Deathclaw Cavern (Interior)
      • Abandoned Waste Dump: Blackwell Bunker (Interior)
      • Tanagra Town (Exterior)
      • Ransacked Bunker (Interior)
      • Valley Galleria (Exterior)
      • Valley Galleria (Interior)
      • Dabney Homestead (Exterior)
      • Camp Venture (Exterior)
    • Cranberry Bog: Zone A
      • Kerwood Mine (Interior)
      • The General's Steakhouse (Exterior)
      • The General's Steakhouse (Interior)
      • RobCo Research Center (Exterior)
      • RobCo Research Center (Interior)
      • Abandoned Bog Town (Exterior)
    • Cranberry Bog: Zone B
      • Fort Defiance (Exterior)
      • Fort Defiance (Interior)
      • Cranberry Glade (Exterior)
      • Watoga (Exterior)
      • Watoga Civic Center (Exterior)
      • Watoga Civic Center (Interior)
      • Watoga Transit Hub (Exterior)
      • Watoga Emergency Services (Exterior)
      • Watoga Emergency Services (Interior)
      • Watoga Municipal Center (Exterior)
      • Watoga Municipal Center (Interior)
      • AMS Corporate Headquarters (Exterior)
      • AMS Corporate Headquarters: Third and Top Floors (Interior)
      • Watoga Shopping Plaza (Exterior)
      • Watoga Estates (Exterior)
      • Watoga High School (Exterior)
      • Watoga High School (Interior)
      • Flooded Trainyard (Exterior)
      • Glassed Cavern (Interior)

Fallout 76 Guide › Crafting and C.A.M.P.ing

Crafting and Modifications

Crafting: Do It Yourself!

If you want something done properly, do it yourself! With the help of scavenging, scrapping, and then crafting at a workbench or station, you can create consumables and objects for yourself and your team, instead of subsisting on found items, or running out of Caps at the hands of unscrupulous crafter players, or losing in bartering with an emotionless and high-priced robotic vendor. What awaits are upgraded items, the finest cuisine, chems, and ammunition, as well as the latest and greatest armor and weaponry, and Power Armor fashioned to your liking, with multitudes of modifications to boot! Now you get to be the crafter player, unscrupulous, or otherwise....

Supplies may be scarce after the war.

Many things can be broken down into useful crafting materials!

Use your C.A.M.P. to establish a mobile base of operations.

Find and use workbenches to build in designated areas.

Part 1: Types of Crafting Stations and Workbenches
—the Basics

Crafting may looking intimidating, but it’s relatively straightforward (at least to begin with). Depending on the type of item you wish to craft, there’s a different crafting location—either called workbenches or stations—that allows crafting of that type of item. Below is a quick checklist of them all (listed in the order you’re likely to use them). Note that some stations and workbenches have two or more variants, which are aesthetically different but identical in terms of crafting access.

Water Pump
Need a plentiful supply of water? This is one place to go.
  • Can you craft here? No
  • Can you scrap items here? No
  • Can you modify or repair items here? No
  • Instructions needed for item crafting? None
  • Can this be built in your C.A.M.P. with a plan? Yes (1 variant)
  • Why am I crafting here? You’re not; you’re simply gathering water to boil at a cooking station.

You get thirsty the quickest, so you need a supply of relatively non-revolting (and only lightly irradiated) water. Find one of these pumps, usually in most towns, and you have a source of water. Don’t drink it yet, though; you don’t want dysentery...or worse!

Cooking Station
Come here to cook up food, drinks, and herbal remedies.
  • Can you craft here? Yes
  • Can you scrap items here? No
  • Can you modify or repair items here? No
  • Instructions needed for item crafting? Recipes
  • Can this be built in your C.A.M.P. with a plan? Yes (4 variants)
  • Why am I cooking here? To craft food and drink to lessen the effects of Hunger and Thirst.

Instead of a water pump, come to one of the hundreds of cooking stations dotted around Appalachia. These usually take the form of a large campfire with a pot and breeze blocks, but there’s a small “pot on a fire,” a spit roast, and a kitchen stove; all of these provide the same cooking capabilities. Head here to cook up a tasty meal or a beverage (including boiled water).

A Word of Warning from Vault-Boy

Contamination and Radiation in Your Bloatfly Loaf?

Unless you’re using a perk to negate the effects of radiation, most of this food and drink give you a slight case of radiation poisoning—delicious! Wash that down with a RadAway if your Rad Meter is getting alarmingly high and impeding your Health Bar.

Armor Workbench
Hammer away at this forge and create armor and armor mods.
  • Can you craft here? Yes
  • Can you scrap items here? Yes
  • Can you modify or repair items here? Yes
  • Instructions needed for item crafting? Mods/Plans
  • Can this be built in your C.A.M.P. with a plan? Yes (1 variant)
  • Why am I crafting here? To create, maintain, modify, or repair armor for added protection.

Construct protective armor pieces for your various limbs, torso, and head at this location, gradually increasing in quality and type as you level up. Repair or modify this protection, too, and stitch together a variety of uniforms, outfits, costumes, and regular clothing pieces that you can wear over armor. When you find a style you like, try selling it (to buyers both robotic or human).

Weapons Workbench
Take apart and rebuild every type of weapon, and add weapon mods.
  • Can you craft here? Yes
  • Can you scrap items here? Yes
  • Can you modify or repair items here? Yes
  • Instructions needed for item crafting? Mods/Plans
  • Can this be built in your C.A.M.P. with a plan? Yes (2 variants)
  • Why am I crafting here? To create, maintain, modify, or repair weaponry for combat.

By far the largest collection of items can be crafted and repaired here, namely every type of weapon available to you. Naturally, you’ll need to bring the parts, but anything from a baseball bat to a mini-nuke launcher can be constructed here. Furthermore, most weapons have a variety of mods you can apply, leading to an almost limitless array of guns, blades, bats, launchers, and other offensive ordnance.

Tinker’s Workbench
Need to craft your own ammunition, grenades, mines, and more? Head here.
  • Can you craft here? Yes
  • Can you scrap items here? Yes
  • Can you modify or repair items here? Yes
  • Instructions needed for item crafting? Available by default
  • Can this be built in your C.A.M.P. with a plan? Yes (1 variant)
  • Why am I crafting here? To create ammunition for your ranged weapons as well as explosives.

Instead of scrambling around for ammunition or paying for it at a vending machine or vendor, it’s cheaper to scavenge the component parts and bring it all to this workbench and begin to craft all manner of ammunition; be sure it matches the guns you’re using! Later on, with more esoteric ammo on hand, you can create grenades, mines, and other explosives.

Chemistry Station
For chems, Flamer fuel, and ingredients like gunpowder (for ammo) and smelted ore (for metal scrap).
  • Can you craft here? Yes
  • Can you scrap items here? Yes
  • Can you modify or repair items here? No
  • Instructions needed for item crafting? Recipes
  • Can this be built in your C.A.M.P. with a plan? Yes (2 variants)
  • Why am I crafting here? To create purified water, chems, and some specific important items.

Think of the Chemistry Station as bridging the gap between craftable items you can consume and those you can utilize; only this station has stuff you can eat, as well as stuff you can smelt down to make raw materials for mods and structures! This is mainly used for crafting chems to bolster and buff you up (before the withdrawal brings you down). You can also make gunpowder, a key component for ammo (used at the Tinker’s Workbench).

Power Armor Station
When you’re high enough level, come here for Power Armor pieces and mods.
  • Can you craft here? Yes
  • Can you scrap items here? Yes
  • Can you modify or repair items here? Yes
  • Instructions needed for item crafting? Mods/Plans
  • Can this be built in your C.A.M.P. with a plan? Yes (2 variants)
  • Why am I crafting here? To create, maintain, modify, or repair Power Armor for ultimate protection!

Once you present a Power Armor frame (which you must scavenge for, then either wear or place it in your Stash Box until you arrive) at this station, you can add various limb appendages, torso, and helmets, if you’re high enough level to use it. Then you can further mod each piece if you have the mods in your inventory. Expect to access this station last.

Workshop Workbench
Not strictly a Crafting Workbench, these are found and used to build large-scale structures to defend.
  • Can you craft here? Yes*
  • Can you scrap items here? Yes*
  • Can you modify or repair items here? Yes*
  • What instructions needed for item crafting? Plans
  • Can this be built in your C.A.M.P. with a plan? No (1 variant)*
  • Why am I crafting here? To build a workshop base to mine resources and defend from others.
  • *Accessing Workshop Workbenches begins an entirely different construction menu.

This last red work surface certainly looks like a workbench, and it technically is, but it forms the basis of a self-contained location called a Public Workshop. You pay Caps to claim it (or fight others to contest it), before building sometimes elaborate defenses and mining the rare resources that each Appalachian workshop has within its boundaries. Consult the next section for more information.

Crafting Stations and Workbenches Overview: A Chart

Now you know what all the different crafting locations look like, here’s a small chart that shows the initial activities you can attempt at them (detailed later in this chapter):

Crafting LocationCraftScrapModify/RepairRecipe/Mod/PlanBuilt in your C.A.M.P. with a Plan?

Water Pump

No

No

No

None

Yes (1 variant)

Cooking Station

Yes

No

No

Recipes

Yes (4 variants)

Armor Workbench

Yes

Yes

Yes

Mods/Plans

Yes (1 variant)

Weapons Workbench

Yes

Yes

Yes

Mods/Plans

Yes (2 variants)

Tinker’s Workbench

Yes

Yes

No

Recipe

Yes (1 variant)

Chemistry Station

Yes

Yes

No

Recipe

Yes (2 variants)

Power Armor Station

Yes

Yes

Yes

Mods/Plans

Yes (2 variants)

Workshop Workbench

Yes*

Yes*

Yes*

Plans

No (1 variant)*

*Accessing Workshop Workbenches begins an entirely different construction menu.

Helpful Hint from Vault-Boy!

Where are all the workbenches?

Good news! Aside from building your own stations and workbenches at your C.A.M.P. or workshop, you can utilize any crafting location within the Appalachian wilderness. Even better news! The guide’s Atlas tells you where pretty much all of them are (and with the larger locations, they’re even plotted on a map for you). And the best news of all? The initial overview of the first zone, the Forest region, lists where the nearest station and workbench of each type is compared to Vault 76. Now it’s time for you to build on that information.

Crafting Stations and Workbenches: A Menu
Here’s an example of what a workbench menu looks like when you access it. This example shows a Weapon Workbench.

When you interact with a station or workbench, depending on the type (as the table previously listed), you can access some or all of the following:

  • Craft: Access this to reach the Craft menu, showing all the items you can craft, the components (or ingredients) needed to craft it, along with any perks needed.
  • Modify: Access this to reach the Modify menu.
  • Item name and picture: This is a high-quality image of the item you’ve selected.
  • Item stats: This gives you the Pip-Boy information of each statistic the item possesses, including its level (the higher the better). The remaining statistics are the same as those discussed in the previous chapter regarding your Pip-Boy’s Items menu. Note the (---) and (+++) in the right margins; these indicate good or bad values, and, for more complex items, whether a proposed mod makes a statistic better or worse.
  • Craftable or moddable item: A list of the items of a particular type that you can select to craft or modify.
  • Materials, ingredients, or available mods: This lists the materials (for nonconsumables), ingredients (for food and drink or items you ingest), and the modifications available (if any).
  • Scrap, repair, modify, exit, switch, tag for search: The menu at the screen’s bottom allows you to switch between crafting and modding menus and to repair the item (if the Stats CND or item Condition is less than a full bar).

Part 2: Recipes, Plans, and Modifications, and Other Ways to Unlock Items

You can create almost anything you like...if you have the instructions first!

Now that you’ve seen the various crafting locations available, you may be puzzled that you have few (if any) options when it comes to crafting, especially the first time you visit one: That’s because you may be lacking in the instructions necessary to craft, or you haven’t found the right item to scrap yet. To begin, let’s look at the three main types of instructions:

Instruction Types
Recipes: Bite-sized Consumables, Chems, and Ammo
  • Crafting locations that use this instruction type: Cooking, Chemistry

These look like cookbooks and are most often located in containers or scattered throughout Appalachia. Use your powers of deduction: you’re more likely to find recipes for chems at medical locations, while food and drink recipes are more common at cafes.

Plans: Combat Clothing, Weaponry, and Construction Capabilities
  • Crafting locations that use this instruction type: Armor, weapons, Power Armor, C.A.M.P., workshop

These look like pages in a variety of styles and are most often located in containers or scattered throughout Appalachia. You can find them anywhere, but military locations, survivalists’ bunkers, mechanic’s garages, or in and around workshops are good places to start looking.

Mods: Enhancements for Protection and Offense, Tailored to Your Liking
  • Crafting locations that use this instruction type: Armor, weapons, Power Armor

These look like long wooden boxes with a cog insignia on them and are found in containers or scattered throughout Appalachia. Find them close to weapon caches, military locations, mechanic’s garages, and other grimy places.

Helpful Hint from Vault-Boy

Pip-Boy Power: Unlocking Your Instructions (Recipes and Plans)

Recipes and Plans appear in your Items > Notes Pip-Boy menu. You must read any recipes and plans by selecting them in this menu. Afterward, the instructions for the item creation are transferred to the right-side menu in the Station or Workbench menu (in the Cooking Station menu, it’s called “Available Recipes”), which you can access any time you visit a specific crafting location.

Helpful Hint from Vault-Boy

Pip-Boy Power: Unlocking Your Instructions (Mods)

Mods appear in the Items > Mods Pip-Boy menu. You don’t read them; you simply check this menu to see how many mods you have, and assuming you don’t want to scrap them, head over to an Armor, Weapons, or Power Armor Station (depending on the mod), and the mod appears on the right-side menu in the Station or Workbench menu (usually called “Current Mods”).

Fascinating Facts from Vault-Boy

Get a Grip: And a Barrel, Muzzle, Sight, and Receiver

Mods are special attachments or alterations you can add to armor, Power Armor, and weapons. They augment these items in various ways, from changing the color of an item to affecting range, recoil, accuracy, weight, ammo capacity, damage resistance, energy resistance, and many more statistics. Find out more about mods in the Inventory chapter of this guide.

Helpful Hint from Vault-Boy!

I need a complete list of mods!

Sorry there, friend; that’s not going to happen. Mods are learned from Plans or by scrapping weapons and armor. There are thousands of possible mods, and even more will be added after game launch. Plus, all of the relevant information is detailed in your Workbench menu when you obtain the mod. Rest assured that every piece of armor (powered or not) and weapon has a variety of mods. Hey, we’re trying our best, here!

Instructions for Success: Planning and the Recipe for Survival
An example of scrapping an item (in this case a weapon at an Armor Workbench); the weapon plan was then learned!

This is generally achieved in one of the following ways:

Obtaining a recipe: You acquire a recipe, plan, or mod by finding it in the landscape or inside a container, buying it from a friend or vendor, or by finishing a quest.

Scrapping an item: If you have a piece of armor, ammo, weapon, or Power Armor or other nonconsumable item and you scrap it into its component material parts, you sometimes receive the recipe or plan for that item. Look for confirmation in your screen’s top-left corner.

Picking up an item: This usually occurs with harvestable foodstuffs, like Tatos, Razorgrain, Corn, Mud Fruit, or other naturally occurring foods, including meat from animals you’ve encountered or killed. Sometimes a recipe is automatically added.

Helpful Hint from Vault-Boy!

Making Plans for Appalachian Domination!

Need some choice recipes, mods, and plans? Then partake in events and quests, and look out for new events with newer prizes! Also head to a workshop and claim it, then fend off a couple waves of foes for another load of great plans: Plans are even available for the different stations and workbenches and for use in your own C.A.M.P. or workshop you’ve taken over.

Part 3: Crafting Components and Where to Find Them

This junk-filled cellar is a scavenger’s dream, a paradise crammed with useless detritus you can turn into gold! Or at least, into helpful items you can use or sell for Caps.
One Man’s Junk Is Another Man’s Treasure

Now you know where to craft and the types of instructions you need to find in order to craft. But what are the items made from? And where do you find all of it? Crafting an item consumes components, and components are found primarily in junk items, non-junk items, harvested items, and deposits or veins.

Junk Items
A selection of junk items, sitting there just waiting for you to forage them. And then come back a day later, and forage them again!
A skeleton sitting in a bathtub full of soap (near Flatwoods). Ordinarily an oddity, but for the junk collector, a huge boon to your oil collecting (the component soap breaks down into)!

Junk items are numerous and contain a large number of disparate components. Did you know, for example, that the Blast Radius Board Game contains Nuclear Material, an otherwise reasonably rare component? If an item is visible to you, it’s always there and reappears around a day after your initial scavenge.

To start with, gather junk you can physically see in the environment, and worry about what it contains later. As your foraging mentality matures, if you tag items for searching (see below) or you remember that a certain junk item has components you need, then determine your favorite locations and hone in on those items. The Atlas chapter flags larger quantities of visible junk to help in this regard (though that list is not exhaustive due to the vastness of Appalachia).

Non-Junk Items

A pipe-pistol. While some see a rudimentary firearm, others see a component-filled item ready to be destroyed and its component parts rebuilt into something even cooler!

The main difference between a junk and non-junk item is that junk items can be group-scrapped at a workbench and serve no other purpose than to be scrapped into component parts. Non-Junk items (found in your other Items menu when gathered) cannot be group-scrapped and may have other uses, which are mostly obvious. For example, a pipe-pistol is a cool gun, as well as a group of components you can use with other components to build better pipe-pistols, other weaponry, or anything you like! If you want to scrap a non-junk item, select these individually at your workbench (which sometimes grants you a plan). Be sure the item isn’t too valuable or provides other vital services first!

Container-Looted Items

A box of delights, a container allows you to grab a random selection of items, some of which are junk but could also include ammo, weapons, recipes, plans, or mods.

Along with junk and non-junk items you can see, there are those that appear randomly in a large number of different containers. These range from small lunch pails and tool boxes to large industrial trunks and Overseer Caches. Basically, if it’s got a door or a lid, check it for goodies! Items inside containers are usually random, so don’t bank on finding the same selection of stuff when containers replenish (around a day later).

Harvested and Corpse-Looted Items

The Soot Flower and Rhododendron: two harvestable plants available immediately.

The contents of an animal: a corpse to loot, with meat, hide, and possibly a half-digested Cap.

Crops, fungus, flowers, tree bark, weird carnivorous plant life, and crops still growing in or around farmsteads, these are important components, mainly for cooking recipes but occasionally for other items too. If you have a C.A.M.P. or active workshop, you can plant some of these as crops or order Robotrons to forage for them without having to do it yourself!

It’s also important to attempt a spot of hunting, whether you’re dropping a large Radstag or battling a Deathclaw, Yao Guai...or worse! Once you stand over the corpse, loot it for crafting components. Like harvested items, these are mainly for cooking recipes. And if you start eating Ghoul meat, think about either reevaluating your mental state or picking the Cannibal perk.

Deposits and Veins (and Resources)

A pit of acid. Not a thrilling location to look at but definitely excellent to find and exploit!

A vein of Black Titanium. If you want lots of a minerals, rather than individual components from certain junk, then dig it up.

Due to its rich mining history, you’d expect Appalachia to be pock-marked with old resource-heavy nodes, and you’d be correct! There are ground depressions called deposits and veins of ore (or acid), all containing larger quantities of specific resources. You can manually clean these veins or deposits out, or construct a resource generator and mine the deposits (but not the veins) continuously. In fact, this forms the basis of why you’d claim a workshop; they all have a number of resources to exploit.

Fascinating Fact from Vault-Boy!

Reading Materials: Component Guidance

The Inventory chapter of this guide lists, by type, all harvested, mining, and junk items you can gather. The Atlas chapter gives a (non-exhaustive) list of expected harvested, mining, and junk items at every primary location in Appalachia. You’re welcome!

Example 1: Mole Rat Chunks (Corpse-Looted Consumable)

On our exploration, we slaughtered a family of irradiated Mole Rats and looted their still-twitching corpses, securing the component called Mole Rat Chunks. This automatically revealed a recipe called Mole Rat Meat. Because the recipe was revealed (rather than collected), we didn’t need to read it; when we reached our cooking station, this was on the menu tonight:

Mole Rat CHUNKS

A sizable chunk of toothy rodent, sizzled to perfection over a wood grill.

Requirements: Mole Rat Meat (1), Wood (1), Cooking Station

Stats: Rads +5, Food +10%, HP +25, STR +1, Weight 0.5, Value: 20 Caps

We cooked up a few chunks, realizing that it needed to be eaten soon or it would spoil, the meat would rot, and consuming it then would be just asking for a disease. We also had some Soot Flowers and Rhododendron components for a healthy, yet slightly irradiated drink to wash down this rodent.

A Word of Warning from Vault-Boy

A Good Foraging Spoiled: Eat Up, and Fast!

Be aware that food you cook has the tendency to spoil quickly, so consume it as soon as possible. Select any food item in your Pip-Boy to see its health and how soon it will spoil. Look for different meats (from slain animals and insects or other creatures), and harvest the different flora and fungi throughout Appalachia to obtain initial recipes. One alternative to cooking fresh food is to eat packaged food (found in the same places as junk) instead; don’t worry about the expiry date!

Example 2: Alarm Clock (Junk Buildable)

As we continued our exploration of the valley below Vault 76, we removed the revolting residents of the Wixon Homestead and conducted a sweep of the entire farm and outbuildings. This yielded a large amount of junk items, both lying around on floors, shelves, and tables and inside containers. Among the junk was a yellow alarm clock. Nothing fancy.

Alarm Clock (Junk Item)

A bedside alarm clock, with a light coat of dust and suspicious fluid stains across it.

Stats: Produces Aluminum (2), Glass, Spring; Weight: 1.0; Value: 30 Caps

Bring up the alarm clock on the Pip-Boy (Items > Junk menu) or the Scrapping menu of a Tinker’s Workbench to see the components that comprise the alarm clock. You can keep the alarm clock intact, or you can break it down into its component parts at a workbench. We scrapped the clock into its separate components Aluminum (2), Glass, and Spring, which weigh less than the clock itself, thus allowing us additional Carry Weight and more room to store additional Junk!

Helpful Hint from Vault-Boy!

Component Scrapping: Lightening Your Load

Junk is useless scenic items that don’t really serve a purpose except to bolster your crafting potential: Grab anything not bolted down. Then go to a workbench (or Chemistry Station) and scrap all of the junk you’ve collected to lighten your load. You can automatically scrap all junk items at once, making this a very quick and easy experience. If an item isn’t categorized as junk (like a beer bottle or pipe-pistol), simply highlight it in the Scrapping menu, check to see the components it generates, and manually scrap these items (you may receive recipes or plans for some of them in the process).

My Stash Box: Junk in the Trunk

Then place all the junk in your My Stash Box so it’s still available to you when crafting (My Stash Boxes are linked to your crafting locations). This frees up your Carry Weight for...what else? Foraging for more components!

Item Attention: Component Requirements

Whether you scrap junk or not, when you decide to craft a more complex item, its component requirements are listed on the right side of the Crafting menu. The left of the two numbers indicates how many of a component you have, either as a scrapped component item or within a junk item you haven’t scrapped, which is automatically destroyed and associated raw components refunded to your collection. This means you don’t have to scrap all your junk.

Tag for Search: Magnifying the Issue

If you’re selecting an item to craft, components you don’t have (or don’t have enough of) are grayed out. Look at the screen’s bottom for the “Tag for Search” feature and press it. After tagging the component(s) you desperately need more of, a magnifying glass icon appears next to them. Now when you continue your scavenging, any junk item or container that you find with those tagged components has that same magnifying glass icon; this means you can quickly and easily gather junk with your missing components. “Tag for Search” again at a workbench to remove any tags or add additional components for tagging.

Helpful Hint from Vault-Boy

I need a list of all the component types. Right now!

Easy there, sport! The good news is that a complete list of all base components (sometimes called “materials”) can be found in the Inventory chapter of this guide. This covers harvested and aid items, as well as items for all the workbenches and stations and everything else. A list of components for C.A.M.P. and workshop building is provided in the next chapter.

Part 4: Enhancing Your Crafting—Perks and More

Now that you’re able to craft at stations and workbenches without fear, it’s worth learning a few additional skills to make the most out of your crafting.

Helpful Hint from Vault-Boy!

Perk up to Get to the Good Stuff!

“I don’t like reading. What perk should I focus on in order to get the most out of crafting?” Great question there, sport, marred somewhat by your disinterest in hidden knowledge. But the short answer is “Intelligence.” The long answer? See below.

Beneficial Buffs: Magazines

Oh, I've been looking for this copy of Grognak the Barbarian everywhere. Aside from the coll articles on loin cloths and axes, it's got some tips on weapon care!

Magazines are always in a particular location, but they randomly appear. However, there are some particularly important Magazines to the crafter, and if you find one of the following, and you’ve read what the bonus entails, then grab it! Afterward, treasure the reading material and prepare yourself for a “mass crafting session” if necessary beforehand (as Magazine bonuses last only a few hours), and then use the Magazine. Don’t forget the Luck perk Curator; it appears around Level 19 and gives you Magazine benefits for up to 2/3/4x (Rank 1/2/3) the normal time!

Magazine NameDescription of BonusWhy is this Useful?

Backwoodsman 1

Collect extra meat when you search dead animals.

More meat equals more cooking recipes for you and your team to nibble on!

Backwoodsman 3

Crafting weapons costs fewer materials.

Craft any weapon you like, but don’t use as many components (materials) doing so.

Backwoodsman 4

Gain a 50% chance for double yield when harvesting plants.

Picking a tato fruit (or is it a vegetable)? Need two of them instead of one?

Backwoodsman 6

Receive 50% more healing from cooked food.

Any cooking station Hunger-abating meal gives you more HP.

Backwoodsman 7

You are 50% less likely to become diseased from food and drink.

Lessen the chances of disease, allowing you to even eat uncooked food (though the risk still remains).

Backwoodsman 8

You are 30% more satisfied by eating and drinking.

This fills your Thirst and Hunger meter for longer; fewer stops to eat and drink.

Grognak the Barbarian 6

Melee weapons weigh 75% less.

More Carry Weight equals more scavenging time for junk collecting!

Grognak the Barbarian 7

Melee weapons lose condition 50% more slowly.

Fewer visits to the Weapons Workbench (and using of components) to fix them.

Grognak the Barbarian 9

Gain 10 Carry Capacity.

More Carry Weight equals more scavenging time for junk collecting!

Guns and Bullets 5

Gain 50% more components when scrapping weapons.

More components equals more crafting, repairing, or modding opportunities.

Live and Love 3

Heal 50% more from eating vegetables and fruits.

Less need to use them in cooking recipes.

Scout’s Life 1

Suffer 30% less radiation from eating or drinking.

Less need for RadAway and a fuller Health Bar.

Scout’s Life 3

Gain 10 Carry Capacity.

More Carry Weight equals more scavenging time for junk collecting!

Scout’s Life 6

You become hungry and thirsty 30% more slowly.

Your Thirst and Hunger meters are fuller for longer; fewer stops to eat and drink.

Scout’s Life 10

Equipped items lose condition 30% more slowly.

Less need to repair them at armor, Power Armor, or Weapons Workbenches.

Tesla Science 4

Your Power Armor consumes Fusion Cores 15% more slowly.

Less need to make your own Fusion Cores, which are high level and require ultra-rare materials; churn out Fusion Cores at Power Plants instead!

Tesla Science 5

Your heavy guns consume ammo 20% more slowly.

Less ammo use means fewer trips to the Tinker’s Workbench and a bigger ammo stockpile.

Beneficial Buffs: Perks

Wait, two Power Armor helmets? I only thought I’d made one! But that was before I added the Super Duper Luck perk to my deck!

The Perk section of this guide gives you an exhaustive run-down of every perk from all seven SPECIAL attributes. But which ones specifically benefit the crafter? Glad you asked! The following lists (in SPECIAL and level order) which perks you should consider using. Remember some can stack with each other and/or a Magazine (if they all have a similar benefit).

Strength Perks
Perk NameLevelRanksDescription of Bonus

Traveling Pharmacy

4

1, 2, 3

Weights of all Chems (including Stimpaks) are reduced by 30/60/90%.

Pack Rat

7

1, 2, 3

The weight of all junk items is reduced by 25/50/75%.

Bandolier

8

1, 2, 3

Ballistic weapon ammo weighs 30/60/90% less.

Sturdy Frame

13

1, 2

Armor weighs 25/50% less than normal.

Martial Artist

16

1, 2, 3

Your melee weapons weigh 20/40/60% less, and you can swing them 10/20/30% faster.

Scattershot

18

1, 2, 3, 4

Shotguns now weigh 20/40/60/80% less and you reload them 10/20/30/40% faster.

Strong Back

26

1, 2, 3, 4

Gain +10/20/30/40 to Carry Weight.

Ordnance Express

31

1, 2, 3

Thrown explosives weigh 30/60/90% less.

Bear Arms

35

1, 2, 3, 4

Heavy Guns weigh 20/40/60/80% less.

Strength: These perks all reduce the weight of particular items, meaning you can either carry more of them, or you have more room (Carry Weight) left for scavenging.

Perception Perks
Perk NameLevelRanksDescription of Bonus

Butcher’s Bounty

3

1, 2, 3

40/60/80% chance to find extra meat when you search an animal corpse.

Green Thumb

4

1

Reap twice as much when harvesting flora.

Perception: Only two Perception perks directly affect crafting, mainly allowing you to loot and harvest more animal meat and flora. This means you can stockpile these items more quickly (e.g., if you need to make a lot of food and drink for your team).

Endurance Perks
Perk NameLevelRanksDescription of Bonus

Lead Belly

2

1, 2, 3

You take 30% less/60% less/no radiation from eating or drinking.

Dromedary

3

1, 2, 3

All drinks quench thirst by an additional 25/50/75%.

Iron Stomach

4

1, 2, 3

Your chance to catch a disease from food is reduced by 30/60/90%.

Slow Metabolizer

5

1, 2, 3

All food satisfies hunger by an additional 25/50/75%.

Thirst Quencher

6

1, 2, 3

Drinking any liquid has a 30/60/90% reduced chance to cause disease.

Hydro Fix

12

1, 3

Chems generate 50% less/no thirst.

Rejuvenated

12

1, 2

You gain increased/much increased benefit from being Well Fed or Well Hydrated.

Munchy Resistance

17

1, 3

Using chems induces 50% less/no hunger.

Chem Fiend

23

1, 2, 3

Any chems you take last 30/60/100% longer.

Cannibal

25

1, 2, 3

Eating human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores some/more/even more Health and hunger.

All Night Long

41

1, 2, 3

You suffer 20/40/60% less from hunger and thirst.

Chem Resistant

43

1, 2

You’re half as likely to get addicted when consuming chems/You gain complete immunity to chem addiction.

Endurance: While some of these perks are only tangentially connected to crafting (they simply offer bonuses for eating, drinking, taking chems, and reducing disease), this leads to less time at the Cooking and Chemistry Stations.

Charisma Perks
Perk NameLevelRanksDescription of Bonus

Happy Camper

3

1, 2

Hunger and thirst grow 40/80% more slowly when in camp or in a team workshop.

Bloodsucker

11

1, 2, 3

Bloodpacks now satisfy thirst, no longer irradiate, and heal 50/100/150% more.

Field Surgeon

15

2

Stimpaks and RadAway will now work much more quickly.

Charisma: Though there are additional perks from this attribute that increase chem bonuses and reduce radiation poisoning, these Cooking and Chemistry Station–related perks are most relevant.

Intelligence Perks
Perk NameLevelRanksDescription of Bonus

First Aid

2

1, 2, 3, 4

Stimpaks restore 10/20/30/40% more lost Health.

Makeshift Warrior

3

1, 2, 3

Your melee weapons break 30/60/90% more slowly and are cheaper to repair.

Licensed Plumber

5

1, 2, 3

Your pipe weapons break 30/60/90% more slowly and are cheaper to repair.

Exotic Weapons

8

1, 2

You can now craft crossbows, black powder guns, and more! (Plans required.) // You can now craft Rank 1 exotic weapon mods. (Plans Required.)

Scrapper

13

1, 2

Obtain more components when you scrap weapons and armor.

Batteries Included

28

1

Energy weapon ammo weighs 30/60/90% less.

Armorer

15

1, 2, 3

You can now craft advanced armor mods. (Plans required)./Crafting armor now costs fewer materials./Your crafted armor has improved durability.

Exotic Weapons Expert

16

1, 2

You can craft Rank 2 exotic weapon mods. (Plans required)./Crafting exotic weapons now costs fewer materials.

Contractor

18

1, 2

Crafting workshop items now cost 25/50% fewer materials.

Science

20

1, 2

You can now craft energy guns (Plans Required)/You can craft Rank 1 energy gun mods (Plans required).

Gunsmith

23

1, 2, 3

Your guns break 25/50/75% more slowly and are cheaper to repair.

Exotic Weapons Master

25

1, 2

You can craft Rank 3 exotic weapon mods. (Plans required)./Your crafted exotic weapons have improved durability.

Fix It Good

27

1, 2, 3

You can repair armor and Power Armor to 130/160/200% of normal maximum condition.

Science Expert

31

1, 2

You can now craft Rank 2 energy gun mods (Plans required)./Crafting energy guns now costs fewer materials.

Chemist

34

1, 2

You get double/triple the quantity when you craft chems!

Weapon Artisan

40

1, 2, 3

You can repair any weapon to 130/160/200% of normal maximum condition.

Power Smith

41

1, 2, 3

You can now craft advanced Power Armor mods (Plans required)./Crafting Power Armor now costs fewer materials./Your crafted Power Armor now has improved durability.

Science Master

43

1, 2

You can now craft Rank 3 energy gun mods (Plans required)./Crafted energy guns have improved durability.

Power Patcher

44

1, 2, 3

Your Power Armor breaks 20/40/60% more slowly and is cheaper to repair.

Intelligence: Bingo! You’ve found the crafter’s attribute! Not only is Intelligence the key to crafting specific types of weapons, but it’s also the key to getting the most out of your stations and workbenches by crafting advanced mods and higher ranks of armor, Power Armor, and weaponry, as well as crafting more hard-wearing items. Need to open all the crafting menus on your workbench? Need to craft high-level armor, Power Armor, and weapons? Then a high Intelligence (or a crazy amount of Perk Card swapping before each workbench session) is a must!

Agility Perks
Perk NameLevelRanksDescription of Bonus

Thru Hiker

3

1, 2, 3

Food and drink weights are reduced by 30/60/90%.

Packin’ Light

9

1, 2, 3

Your pistols weigh 25/50/75% less.

Home Defense

22

1, 2, 3

You can craft and disarm better/advanced/expert traps and craft better/advanced/expert turrets (Plans required).

Ammosmith

34

1, 2, 3

Produce 30/60/100% more rounds when crafting ammunition.

White Knight

39

1, 2, 3

Your armor breaks 30/60/90% more slowly and is cheaper to repair.

Agility: Though Home Defense is mainly for workshop items (covered in the next section of this guide), Ammosmith is of particular importance to those making ammo at a Tinker’s Workbench. Cheaper repair costs at Armor Workbenches is also a help.

Luck Perks
Perk NameLevelRanksDescription of Bonus

Good With Salt

9

1, 2, 3

Food in your inventory will spoil 30/60/90% more slowly.

Junk Shield

10

1, 2, 3

Carry junk to gain up to 10/20/30 Damage and Energy Resistance. (No Power Armor)

Woodchucker

17

1, 2, 3

Collecting wood yields 50/100/200% more.

Curator

19

1

The benefits of Bobbleheads and Magazines last twice as long.

Lucky Break

24

1, 2, 3

Slight chance your equipped armor will repair/chance your equipped armor will repair/chance your equipped armor will greatly repair itself when struck.

Super Duper

50

1, 2, 3, 4

When you craft anything, there is a 10/20/30/40% chance you’ll get double results!

Luck: While some of these perks don’t affect your workbench hammering directly, they’re worth considering in the grand scheme of things. Luck also has the single biggest bonus perk to crafting of all: the high-level but insanely helpful Super Duper, which gives you a 40% chance (Rank 4) at doubling the results of anything you craft!

Specific Station and Workbench Item Perks
AttributePerk NameCrafting LocationItem Names

Strength

Gladiator

Weapon Workbench

Some One-Handed Melee Weapons

Strength

Heavy Gunner

Weapon Workbench

Some Heavy Guns

Strength

Iron Fist

Weapon Workbench

Some Fist and One-Handed Melee Weapons

Strength

Shotgunner

Weapon Workbench

Some Shotguns

Strength

Slugger

Weapon Workbench

Some Two-Handed Melee Weapons

Perception

Commando

Weapon Workbench

Some Automatic Rifles

Perception

Green Thumb

Cooking Station

Disease Cures

Perception

Rifleman

Weapon Workbench

Some Non-Automatic Rifles

Intelligence

Chemist

Chemistry Station

Antibiotics, Disease Cures

Intelligence

Chemist

Cooking Station

Disease Cures

Intelligence

Demolition Expert

Tinker’s Workbench

Some Grenades and Mines

Intelligence

Exotic Weapons

Weapon Workbench

All Exotic Weapons (Ballistic, Energy)

Intelligence

Pharmacist

Chemistry Station

Disease Cures, Water Filter

Intelligence

Science

Tinker’s Workbench

Some Grenades and Mines

Intelligence

Science

Weapon Workbench

Some Energy Weapons and Energy Heavy Guns

Agility

Action Boy/Girl

Weapon Workbench

Some Repairs

Agility

Guerrilla

Weapon Workbench

Some Automatic Pistols

Agility

Gunslinger

Weapon Workbench

Some Non-Automatic Pistols

Agility

Home Defense

Tinker’s Workbench

Some Traps

Advice: This table shows that specific types of weapons need a particular perk to craft them, along with a particular rank. If you want to craft a particular type of item, be sure you have these perks handy! Note this is in addition to perks that unlock the advanced crafting options.

Part 5: Expert Crafting Examples

The final part of your crafting knowledge features information on what to expect from a fully unlocked station and workbench, based on collecting the different types of available recipes, plans, and mods, and reaching Level 50. Also shown are some expert crafting examples from a grand master of the crafting arts!

Statistical Fortitude: Crafting and Ratios

So you’re about to make a career out of crafting. Or do just enough crafting to get by. Either way, make sure you’re working smarter, not harder, at all aspects of this craft: That means using your Item Stats information to your advantage.

The Item Stats menu at your station or workbench has a variety of information. Certain statistics (usually the weight and value of non-damaging items, with Damage, Range, and Accuracy added for weapons) sometimes receive a set of up to three plus (+++) or minus (---) signs. This is to indicate whether the item has a particularly impressive value compared to other items of that type. Here are some examples. Your stats should be generally the same, but the values may be different, depending on active effects:

  • Cooking: Cranberry Jam has a heavy weight (1) compared to other food (---).
  • Tinker: A mininuke has a heavy weight (12) compared to other ammo (---).
  • Armor: A Brotherhood of Steel Combat Armor Chest Plate has a great damage resistance (27) compared to other Combat Armor Chest Pieces (+++).
  • Weapons: A sledgehammer has a large damage (63) compared to other melee weapons (+++).

How is this useful? Because you can change the order of the statistics to list every item of a certain type by any of its statistics. And then figure out some particularly beneficial ratios, based on the recipes and plans you’ve unlocked. Here are some to think about using, if you want to make a load of Caps or use your time scavenging more wisely:

  • Items with the best Stat to Component Requirements ratio (for valuable items components that are easy to forage for).
  • Items with the best Stat to Lightest weight ratio (for items to lessen overencumberance).
  • Items with the best Least Components to Highest Value ratio (for selling to humans or vendors).
Cooking Stations
Types of Food and Drink

All Drinks: Every recipe you know that quenches your thirst (merged from the other menus) is listed here. Aside from boiling water, expect this to be mainly juices and teas.

All Food: Every recipe you know that satisfies your hunger (merged from the other menus) is listed here. Expect ribs, soups, omelettes, steaks, pies, and even jerky!

Healing: Here you’ll find Detoxing Salves (for removing rads), Disease Cures, and Healing Salves. Note some disease cures require the Green Thumb (Perception) and Chemist (Intelligence) perks.

Meat: This menu contains items derived from looted creature corpses you’ve discovered on your travels. Note that these meals usually grant food but can also grant water bonuses too.

Plants: This menu contains items derived from harvested flora and fungi you’ve picked throughout the landscape. Most give you hydration bonuses, but some offer to satisfy your hunger too.

Prepared: This is food and drink that doesn’t spoil too quickly, allowing you to take it with you on short journeys, though food spoils while water-based recipes remain unspoiled for longer.

Utility: Here you can craft Vegetable Starch, which you can turn into the Adhesive crafting component.

Example 1 (Beginner): Simple Bloodleaf Tea (Harvested Consumable: Drink)

Simple Bloodleaf Tea

An extremely purple tea designed to resist both disease and an easy description of how it tastes.

Requirements: Bloodleaf, Boiled Water, Wood

Stats: Rads +5, Water 15%, HP +10, Disease Resist +5, Weight 0.5, Value 11 Caps

After boiling some water, wading into some water to pluck a Bloodleaf flower, and gathering some wood, we were back at the cooking station, ready to try out a simple tea:

Example 2 (Beginner): Brain Fungus Soup (Harvested Consumable: Food and Drink)

Brain Fungus Soup

Offering both a little braininess and bitterness, this bowl needs to be consumed before it spoils.

Requirements: Boiled Water, Brain Fungus, Wood

Stats: Rads +5, Water 15%, Food +10%, HP +12, INT +2, Weight 0.5, Value 13 Caps

We returned from exploring a cave with some fungus; it looks like a brain, but it isn’t. It did have some splattered Ghoul cranium on it, but we washed that off before cooking it and suddenly felt a lot more intelligent.

Example 3 (Expert): Sweetwater Special Blend (Harvested Consumable: Drink)

Sweetwater Special Blend

A dainty little brew, that comes in its own fancy teapot!

Requirements: Bloodleaf, Boiled Water, Bourbon, Honey, Wood

Stats: Rads +1, Water 55%, PER +2, Weight 0.5, Value 32 Caps

Anyone for tea? We braved a band of ferocious woodland bees and brought Bourbon back from Point Pleasant in order to make this Perception-increasing beverage.

Example 4 (Expert): Megasloth Tenderloin (Corpse-Looted Consumable: Food)

Megasloth Tenderloin

The best bits of a Megasloth are cut out to make this health-imbibing steak dinner.

Requirements: Boiled Water, Megasloth Meat, Salt, Silt Bean, Wood

Stats: Rads +5, Food +25%, HP +90, Energy Resist +35, Weight 1, Value 131 Caps

After a successful hunt in the wilds of the Mire, we returned with the innards of a legendary Mega Sloth. Cutting out the gross bits, we cheffed up a steak that more than satisfies a craving for Health points!

Chemistry Stations
Types of Chems and Other Items

All Drinks: This is usually boiled water, but purified water is also available (thirst-quenching without the Rads or need for a C.A.M.P. water purifier).

Ammo: When the recipe is uncovered, you can make gunpowder here, which is a component necessary in Tinker’s Workbench ammunition construction.

Drugs: Craft a variety of chems here, from the delicious (and only lightly addictive) Berry Mentats, to Overdrive, Fury, and Psychobuff. If you’ve found the recipe, you can craft it here.

Energy Ammo: Recipe-permitting, items like Fuel (e.g., for your flamethrower traps) or Fusion Cores are here.

Grenade: If you want to freak out the enemy (they frenzy for 30 seconds), and you’ve found a recipe for Hallucigen Gas Grenades, you can craft them here.

Healing: A much more comprehensive list of healing chems compared to the cooking station, including Blood Packs, Detoxing Salves, Disease Cures, RadAway, and Stimpaks. Note some Healing items require the Intelligence perks Chemist and Pharmacist.

Mutation Serums: Once certain criteria have been met, and you’ve collected some pretty dangerous components, you can create a serum that gives you (or a friend) a mutation!

Nuked Flora: After a nuclear missile has decimated an area, only “flux” plants are left. This turns raw flux plants into stable ones, for creating advanced mods and items like Fusion Cores.

Smelting: This is where any raw ore materials you’ve mined (with your hands or by a resource machine) are turned into scrap, nuclear waste, raw black titanium, fertilizer, for use in mods and construction.

Utility: You can create cutting fluid (which is broken down into oil), and types of solvent.

Example 5 (Beginner): Gunpowder (Ammo)
  • When you’ve enough acid and cloth, and don’t know what to do with them.
  • Requirements: Acid, Cloth
  • Stats: Weight 0.1, Value 6 Caps

This fine powder is built in one crafting location and utilized in another. Statistically, it’s not that impressive, but that’s not the point: Gunpowder is the building block of ammunition, and well used in your Tinker’s Workbench.

Example 6 (Expert): Berry Mentats (Drug)
  • If you need a boost of smarts, with a hint of firecracker berry.
  • Requirements: Brain Fungus, Firecracker Berry, Mentats, Starlight Berries
  • Stats: Water –3%, INT +5, Weight 0.3, Value 75

One of the higher-end drugs you can make, mainly due to the three different harvested plants you need to create it.

Example 7 (Professional): Fusion Core (Energy Ammo)
  • If you’re too lazy to visit a power plant, why not make your own Fusion Core from highly unstable materials?
  • Requirements: Pure Cobalt Flux, Pure Crimson Flux, Fluorescent Flux, Pure Violet Flux, Pure Yellowcake Flux.
  • Stats: Full CND, Charge 100/100, Weight 3, Value 348

After being surprised by a nuclear attack on Morgantown, we scoured the surrounding hills for mutated plant life, refined it, and used it to make our own Power Armor batteries.

Armor Workbenches
Types of Armor and Other Crafting Results

Clothing: If you tire of your Vault 76 clothing, you can wear the outfits of the people of West Virginia: the recently dead, the long-dead, and the pretending-to-be-dead for Halloween (vanity clothing like the Civil War–Era Suit, Skiiing Purple and White Outfit, and Halloween Costume Skeleton).

Heavy Armor: Combat, Leather, Metal, Raider, and Robot variants of armor designed to offer excellent protection with some slight weight restrictions.

Headwear: Any masks, glasses, hats, and helmets. Helmets don’t provide extra defense and are not required as armor; headwear is purely to add style to your look.

Light Armor: Combat, Leather, Metal, Raider, and Robot variants of armor designed to offer reasonable protection with good maneuverability.

Sturdy Armor: Combat, Leather, Metal, Raider, and Robot variants of armor designed to be the “sweet spot” between heavy and light armor, offering good protection and maneuverability.

Under Armor: Offering some reasonable degree of protection, these are designed to be worn under armor.

Example 8 (Beginner): Halloween Costume Skeleton (Clothing)
  • Scare folks by dressing up as a skeleton. Don’t worry, they’re mentally prepared for it.
  • Requirements: Cloth, Plastic
  • Stats: Level 1, Weight 1, Value 25

Plans were acquired near a high school. After returning to an Armor Workbench, the crafting was delightfully simple and the results were suitably terrifying. At least from a distance.

Example 9 (Expert): Heavy Combat Armor Chest Piece (Heavy Armor)
  • Offering impressive ballistic and energy damage resistance, and only mild chafing.
  • Requirements: Leather, Plastic, Rubber, Steel
  • Stats: Level 20, DMG Resist (Ballistic) 20, (Energy) 14, Weight 14.5, Value 446

We had to wait until Level 20 to be able to craft and wear this chunky piece of torso armor. Then we added the limbs and helmet to complete the look.

Example 10 (Professional): Heavy Combat Armor Chest Piece (Modded)
  • Aside from the insignia on your chest, you can tell everyone you used to be a Paladin.
  • Mods: Brotherhood of Steel
  • Requirements: Adhesive, Cloth, Leather, Oil, Steel
  • Stats (before modding): Level 50, DMG Resist (Ballistic) 40 (Energy) 14, Weight 14.5, Value 291.
  • Stats (after modding): Level 50, DMG Resist (Ballistic) 67 (Energy) 27, Radiation 1, Weight 14.5, Value 291.

One of the first modifications to our Heavy Combat Armor was more than just a paint job; the Brotherhood of Steel mod gave us better damage resistance for the same weight.

Tinker’s Workbenches
Types of Ammo and Other Crafting Results

Ammo: Ranging from the esoteric to the mundane, every type of ammunition you’ve already found or broken down can be reconstructed providing you have the raw materials.

Buff: If you’ve received the recipe for this as a reward, you can craft an upgraded Stealth Boy called the Phantom Device here (which renders you invisible while frenzying nearby creatures).

Energy Ammo: If you’re short on cryo cells, flares, gamma rounds, plasma cartridges, or other ammunition for energy weapons, craft it from this menu.

Explosive Ammo: There’s no need to scrounge around for mininukes; craft them here along with other heavy gun ordnance.

Grenades: From the relatively mundane (Molotov cocktails) to the truly odd (pumpkin grenades), craft all manner of projectiles (like Gryo, Grag MIRV, pulse, and baseball grenades), recipes permitting. Note that some grenades require (Intelligence) Demolitions Expert and Science perks.

Mines: If you need to craft some explosive bait, or the usual bottlecap, frag, cryo, pulse, plasma, or nuke mines, check them out here. Note that some mines require the Intelligence perks Demolitions Expert and Science.

Example 11 (Beginner): .44 Rounds (Ballistic Ammo)
  • Extremely light, reasonably easy to make, and good value to sell. Bullets are big business.
  • Requirements: Gunpowder, Lead, Steel
  • Stats: Weight 0.004, Value 8

Finding a vial of gunpowder in a container helped us craft more (at the Chemistry Station) before gathering other components and creating multiple bullets for our brand-new, stolen-off-a-corpse .44 revolver—the next step up from a pipe pistol!

Example 12 (Expert): Molotov Cocktail (Grenade)
  • Need to set things you don’t like on fire while adventuring? Craft one or two (Dozen) of these cocktails!
  • Requirements: Adhesive, Beer Bottle, cloth, oil
  • Stats: Damage 50 (Energy Damage 8), Fire Rate 0, Range 94, Accuracy 0, Weight 0.5, Value 20.

We had trouble with a couple of Vault Dwellers running around, hitting our C.A.M.P.’s generator. Aside from some turrets, we crafted a couple of crates of Molotovs to provide some real “suppressing fire.”

Weapons Workbenches
Types of Weapons and Other Crafting Results

Blunt Melee Weapons: Melee weapons with a blunt edge, like a baseball bat.

Edged Melee Weapons: Melee weapons with a sharp edge, like a machete.

Energy Guns: Weapons that utilize energy ammunition, like a laser pistol.

Exotic Weapons: Odd or esoteric weapons like crossbows and black powder guns.

Heavy Guns: A heavy weapon that’s usually slow with massive damage potential, like a minigun.

Launchers: A heavy weapon with an explosive payload, like a missile launcher.

Machined Guns: Pistols, rifles, or small automatic submachine guns and other pistols.

Pipe Guns: Pistols and rifles that are the “pipe” type, along with other rifles.

Throwing Weapons: Weapons that are thrown, but not explosive, like a tomahawk.

Ultracite Weapons: Weapons using the powerful Ultracite ammunition, like the Gatling laser cannon.

Example 13 (Expert): Power Fist (Blunt Melee Weapon)
  • Punch foes to death with a giant yellow fist. And that’s one of the more subtle blunt melee weapons.
  • Requirements: Aluminum, Gear, Oil, Plastic, Rubber, Screw, Steel, Strength perk Iron Fist Rank 2
  • Stats: Level 30, Damage 48, Speed Medium, Weight 4, Value 203

All that strength training paid dividends as we found plans for a giant mechanical arm we could use to punch foes to death with. Though there were quite a few requirements, the results were worth it!

Example 14 (Beginner): Lead Pipe (Modded)
  • Need to add weight to your melee weapons? No? What if you could cripple limbs? Nice!
  • Mods: Heavy
  • Requirements: Adhesive, Concrete, Lead, Steel
  • Stats (before modding): Level 1, Damage 17, Speed Medium, Weight 3, Value 30
  • Stats (after modding): Level 1, Damage 24, Speed Medium, Weight 5.3, Value 53

Though the statistics aren’t that different, a heavy lead pipe inflicts superior damage, has a chance to cripple, and inflicts extra limb damage.

Example 15 (Professional): Ultracite Gatling Laser (Ultracite Weapons)
  • A Gatling laser, for those who are using a minigun and want even more carnage.
  • Requirements: Aluminum, Circuitry, Crystal, Fiber Optics, Plastic, Steel, Ultracite
  • Stats: Level 35, Damage (Energy) 16, Fire Rate 273, Range 395, Accuracy 48, Weight 19.4, Value 650

Once we discovered the joys of the rare material Ultracite, we were lucky enough to fashion one of the most exceptional weapons of Appalachia: a rapid-fire laser cannon!

Example 16 (Professional): Ultracite Gatling Laser (Modded)
  • Take a hulking great laser cannon and make it better.
  • Stats (before modding): Level 50, Damage (Energy) 20, Core 2, Fire Rate 273, Range 204, Accuracy 48, Weight 19.4, Value 492
  • Mods: Receiver (Vicious Gatling Laser), Barrel (Aligned Long Barrel), Sights (Standard Reflex)
  • Requirements (Receiver): Adhesive, Circuitry, Crystal, Rubber, Screws, Silver, Steel, Ultracite, Intelligence perk Science Master Rank 1
  • Requirements (Barrel): Adhesive; Circuitry; Crystal; Fiber Optics; Gear; Glass; Oil; Rubber; Screw; Silver; Intelligence perk Science, Master Rank 1
  • Requirements (Sights): Adhesive, Aluminum, Glass, Nuclear Material, Screw, Silver
  • Stats (after Receiver): Accuracy +4, improved hip-fire accuracy, critical shot damage
  • Stats (after Barrel): Accuracy +5, improved range, improved recoil, and hip-fire accuracy
  • Stats (after Sights): Accuracy +5, Weight +1.3

After building a different Ultracite Gatling laser cannon, we added modifications to the three areas of the weapon that had this feature: the receiver, barrel, and sights. The results were improved accuracy, recoil, range, hip-fire accuracy, a slight weight increase, and the removal of many scavenged components.

Power Armor Stations
Types of Power Armor and Other Crafting Results

The following types of Power Armor (each with a torso, helmet, left and right arm, left and right leg) are accessible, and these submenus unlock as you gather more raw materials and plans:

  • Enclave Power Armor: Power Armor developed by the secretive nation state of the same name.
  • Excavator Power Armor: Garrahan Mining Corporation’s prototype Power Armor.
  • Raider Power Armor: Rough and archaic armor used by Raiders; the first you can utilize.
  • T-45 Power Armor: West Tek defense contractor military-grade Power Armor.
  • T-51b Power Armor: The most common of the (now lost) A-F model variants from West Tek.
  • T-60 Power Armor: A larger, more protective and modern version of West Tek’s armor.
  • Ultracite Power Armor: A prototype Power Armor utilizing the Ultracite meta-material.
  • X-01 Prototype Armor: A Nuka-World and U.S. Military cooperative prototype.
Example 17 (Expert): T-51b Helmet (T-51B Power Armor)
  • When you’re ready for some real Power Armor, upgrade from Raider to officially sanctioned exoskeletons.
  • Requirements: Aluminum, Circuitry, Gear, Nuclear Material, Rubber, Screw, Steel
  • Stats: Level 30, DMG Resist (Ballistic) 52, (Energy (52), Radiation (30), Weight 17, Value 365

It took until after Level 30, but we finally got our hands on plans for a T-51b Helmet. After some impressive scavenging, we melded all the raw materials into one iconic helmet!

Example 18 (Professional): T-51b Power Armor Torso (Winterized) (Mods)
  • Though not originally intentional, this color of armor blends nicely while wandering around Toxic Valley.
  • Stats: Level 30, DMG Resist (Ballistic) 52, (Energy (52), Radiation (30), Weight 17, Value 248.
  • Mods: Winterized Coating, Motion-Assist Servos, Medic Pump, Blood Cleanser, Core Assembly, Kinetic Dynamo, Emergency Protocols, Jet Pack, Reactive Plates, Stealth Boy, Tesla Coils
  • Requirements (Winterized Coating): Adhesive, Aluminum, Rubber
  • Stats (after Winterized Coating): Weight +0.9
  • Requirements (Motion-Assist Servos): Adhesive, Aluminum, Rubber, Spring
  • Stats (after Motion-Assist Servos): STR +2, Weight +1.7, Value +56
  • Requirements (Medic Pump): Adhesive, Aluminum, Antiseptic, Circuitry
  • Stats (after Medic Pump): Weight +1.7, Value +56, Detects hits during combat and automatically uses a Stimpak when health is low.
  • Requirements (Blood Cleanser): Adhesive, Aluminum, Antiseptic, Rubber
  • Stats (after Blood Cleanser): Weight +1.7, Value +56, Reduces chance for addiction from drugs
  • Requirements (Core Assembly): Adhesive, Aluminum, Circuitry, Nuclear Material
  • Stats (after Core Assembly): AP Regeneration 6, Weight +1.7, Value +56, Increases Action Point refresh speed
  • Requirements (Kinetic Dynamo): Adhesive, Aluminum, Ceramic, Rubber
  • Stats (after Kinetic Dynamo): Weight +1.7, Value +56, Taking damage recharges Action Points
  • Requirements (Emergency Protocols): Adhesive, Aluminum, Circuitry, Nuclear Material
  • Stats (after Emergency Protocols): Weight +1.7, Value +56, Below 20% health, speed increases 25% and incoming damage is reduced 50%.
  • Requirements (Jet Pack): Adhesive, Aluminum, Asbestos, Nuclear Material
  • Stats (after Jet Pack): AP 1, Weight +2.5, Value +90, enables jet-assisted boost while jumping
  • Requirements (Reactive Plates): Adhesive, Aluminum, Asbestos, Nuclear Material
  • Stats (after Reactive Plates): Weight +1.7, Value +56, Reflects 50% of melee damage back on attacker.
  • Requirements (Stealth Boy): Adhesive, Aluminum, Circuitry, Fiber Optics, Gold
  • Stats (after Stealth Boy): Weight +1.7, Value +56, activates stealth field while crouched
  • Requirements (Tesla Coils): Adhesive, Aluminum, Copper, Fiber Optics, Rubber
  • Stats (after Tesla Coils): Weight +1.7, Value +56, Deals Energy damage to nearby enemies.

This example shows a fully tricked-out T-51b Power Armor torso, winterized, with a variety of improvements. We also tricked out both arms, legs, and the helmet before exhausting ourselves and our team’s component supplies. But the results were worth it!

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