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....
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
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
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).
Armor Workbench
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
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
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
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
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
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 Location | Craft | Scrap | Modify/Repair | Recipe/Mod/Plan | Built 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. |
|||||
Crafting Stations and Workbenches: A Menu
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
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
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
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
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.
Instructions for Success: Planning and the Recipe for Survival
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.
Part 3: Crafting Components and Where to Find Them
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
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
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
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
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)
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.
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:
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.
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.
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!
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.
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.
Beneficial Buffs: Magazines
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 Name | Description of Bonus | Why 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
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 Name | Level | Ranks | Description 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 Name | Level | Ranks | Description 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 Name | Level | Ranks | Description 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 Name | Level | Ranks | Description 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 Name | Level | Ranks | Description 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 Name | Level | Ranks | Description 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 Name | Level | Ranks | Description 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
| Attribute | Perk Name | Crafting Location | Item Names |
|---|---|---|---|
|
Gladiator |
Weapon Workbench |
Some One-Handed Melee Weapons |
|
|
Heavy Gunner |
Weapon Workbench |
Some Heavy Guns |
|
|
Iron Fist |
Weapon Workbench |
Some Fist and One-Handed Melee Weapons |
|
|
Shotgunner |
Weapon Workbench |
Some Shotguns |
|
|
Slugger |
Weapon Workbench |
Some Two-Handed Melee Weapons |
|
|
Commando |
Weapon Workbench |
Some Automatic Rifles |
|
|
Green Thumb |
Cooking Station |
Disease Cures |
|
|
Rifleman |
Weapon Workbench |
Some Non-Automatic Rifles |
|
|
Chemist |
Chemistry Station |
Antibiotics, Disease Cures |
|
|
Chemist |
Cooking Station |
Disease Cures |
|
|
Demolition Expert |
Tinker’s Workbench |
Some Grenades and Mines |
|
|
Exotic Weapons |
Weapon Workbench |
All Exotic Weapons (Ballistic, Energy) |
|
|
Pharmacist |
Chemistry Station |
Disease Cures, Water Filter |
|
|
Science |
Tinker’s Workbench |
Some Grenades and Mines |
|
|
Science |
Weapon Workbench |
Some Energy Weapons and Energy Heavy Guns |
|
|
Action Boy/Girl |
Weapon Workbench |
Some Repairs |
|
|
Guerrilla |
Weapon Workbench |
Some Automatic Pistols |
|
|
Gunslinger |
Weapon Workbench |
Some Non-Automatic Pistols |
|
|
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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!