Building Character: Level 50 Examples
If your head is still reeling from the sheer number of possible character combinations, why not take a Calmex and consider emulating one of the following Appalachian archetypes? These level 50 examples show how different a character’s path through West Virginia can be. Listed for each type are the perks to aim for, the attributes to increase, and the tactics to attempt. Some of the pictured equipment and outfits may just be for show. Good luck!
Commando
| Perks Equipped - Rank | SPECIAL/Cost | Effect | |
|---|---|---|---|
|
Bandolier |
3/3 |
STR/3 |
Ballistic weapon ammo weighs 90% less. |
|
Commando |
2/3 |
PER /2 |
Basic combat training means automatic rifles do +20% damage. |
|
Grounder Pounder |
4/4 |
PER/4 |
Automatic rifle hip-fire accuracy and reload speed are improved by 40%. |
|
Expert Commands |
2/3 |
PER/2 |
Rigorous combat training means automatic rifles do +20% damage. |
|
Tank Killer |
3/3 |
PER/3 |
Your rifles ignore 30% armor and have a 6% chance to stagger. |
|
Long Shot |
4/4 |
PER/4 |
Your rifles have 20% more range and 40% more accuracy when sighted. |
|
Ironclad |
4/5 |
END/4 |
You now gain 40 Damage and Energy Resistance while wearing armor. |
|
Lifegiver |
2/3 |
END/3 |
Gain a total of +30 to your maximum Health. |
|
Tenderizer |
3/3 |
CHA/3 |
Make your target receive 10% more damage for 10 seconds after you attack. |
|
Gunsmith |
2/3 |
INT/2 |
Your guns break 50% more slowly and are cheaper to repair. |
|
Weapon Artisan |
2/3 |
INT/2 |
You can repair any weapon to 160% of normal maximum condition. |
|
Action Boy/Girl |
3/3 |
AGL/3 |
AP regenerates 45% faster. |
|
Marathoner |
3/3 |
AGL/3 |
Sprinting consumes 40% fewer AP. |
|
Ammosmith |
3/3 |
AGL/3 |
Produce 100% more rounds when crafting ammunition. |
|
Scrounger |
3/3 |
LCK/3 |
|
|
Tormentor |
4/4 |
LCK/4 |
Your rifle attacks have a 12% chance of crippling a limb. |
|
Quick Hands |
5/5 |
LCK/5 |
Gain a 25% chance to instantly reload when your clip is empty. |
|
Bloody Mess |
3/3 |
LCK/3 |
15% bonus damage means enemies may explode into a gory red paste. |
The Commando is simple: Run, shoot, reload, repeat.
With a focus on automatic rifle damage, accuracy, and reload speed, the Commando is a deadly build for players who enjoy fast-paced action. Reduced weapon degradation and the ability to find and craft more ammunition ensures that they reduce their chances of running dry out in the wasteland. Moderate health and armor perks also provide an extra edge.
Critical Master
| Perks Equipped - Rank | SPECIAL/Cost | Effect | |
|---|---|---|---|
|
Shotgunner |
2/3 |
STR/2 |
Your shotguns now do +20% damage. |
|
Expert Shotgunner |
2/3 |
STR/2 |
Your shotguns now do +20% damage. |
|
Master Shotgunner |
3/4 |
STR/3 |
Your shotguns now do +30% damage. |
|
Scattershot |
4/4 |
STR/4 |
Shotguns now weigh 80% less and you reload them 40% faster. |
|
Concentrated Fire |
3/3 |
PER/3 |
V.A.T.S. targets limbs. Focus fire to gain high accuracy and damage per hit. |
|
Skeet Shooter |
4/4 |
PER/4 |
Your shotguns have 40% improved accuracy and spread. |
|
Awareness |
1/1 |
PER/2 |
You can view a target's specific damage resistances in V.A.T.S. |
|
Penetrator |
3/3 |
PER/3 |
No V.A.T.S. accuracy penalty vs. enemy body parts blocked by cover. |
|
Gunsmith |
3/3 |
INT/3 |
Your guns break 75% more slowly and are cheaper to repair. |
|
Marathoner |
3/3 |
AGL/3 |
Sprinting consumes 40% fewer AP. |
|
Action Boy/Girl |
3/3 |
AGL/3 |
AP regenerates 45% faster. |
|
Enforcer |
4/4 |
AGL/4 |
Your shotguns gain a 20% stagger chance and a 12% chance to cripple a limb. |
|
Gun Fu |
3/3 |
AGL/3 |
V.A.T.S. swaps targets on kill with +10%, 20%, then 30% damage to your next 3 targets. |
|
Psychopath |
3/3 |
LCK/3 |
Any kill in V.A.T.S. has a 15% chance to refill your Critical Meter. |
|
Four Leaf Clover |
3/3 |
LCK/3 |
Each hit in V.A.T.S. has an excellent chance to fill your Critical meter. |
|
Grim Reaper's Sprint |
3/3 |
LCK/3 |
Any kill in V.A.T.S. has a 35% chance to restore all AP. |
|
Better Criticals |
3/3 |
LCK/3 |
V.A.T.S. criticals now do +40% damage. |
|
Critical Savvy |
3/3 |
LCK/3 |
Critical Hits now only consume 55% of your critical meter. |
The Crits focus on critical hits for maximum damage over a short period of time.
By focusing on shotgun perks that raise damage and accuracy while reducing weapon degradation, players can sprint in wildly, take several shots with V.A.T.S., and have a high chance to score massive damage with critical hits and also cripple limbs. While the build isn’t focused on stealth, the element of surprise can certainly be helpful.
Heavy Gunner
| Perks Equipped - Rank | SPECIAL/Cost | Effect | |
|---|---|---|---|
|
Sturdy Frame |
2/2 |
STR/2 |
Armor weighs 50% less than normal. |
|
Strong Back |
4/4 |
STR/4 |
Gain +40 to carry weight. |
|
Heavy Gunner |
2/3 |
STR/2 |
Your nonexplosive heavy guns now do +20% damage. |
|
Bear Arms |
4/4 |
STR/4 |
Heavy guns weigh 80% less. |
|
Lock and Load |
3/3 |
STR/3 |
Heavy guns reload 30% faster. |
|
Adamantium Skeleton |
5/5 |
END/5 |
Your limb damage is completely eliminated. |
|
Ironclad |
5/5 |
END/5 |
You now gain 50 Damage and Energy Resistance while wearing armor. |
|
Lifegiver |
4/4 |
END/4 |
Gain a total of +45 to your maximum Health. |
|
Bodyguards |
4/4 |
CHA/4 |
Gain 12 Damage & Energy Resist (max 36) for each teammate, excluding you. |
|
Tenderizer |
3/3 |
CHA/3 |
Make your target receive 10% more damage for 10 seconds after you attack. |
|
First Aid |
4/4 |
INT/4 |
Stimpaks restore 40% more lost Health. |
|
White Knight |
3/3 |
AGL/3 |
Your armor breaks 90% more slowly and is cheaper to repair. |
|
Quick Hands |
5/5 |
LCK/5 |
Gain a 25% chance to instantly reload when your clip is empty. |
|
Bloody Mess |
3/3 |
LCK/3 |
15% bonus damage means enemies may explode into a gory red paste. |
|
One Gun Army |
4/4 |
LCK/4 |
Heavy guns gain a 8% stagger chance and a 8% chance to cripple a limb. |
The Heavy loves to carry big guns. And shoot them. Often.
This build focuses on maxing out weight-reduction perks and boosting armor effectiveness and damage output. This build is for the player who wants to be a bullet sponge for the team while dealing huge amounts of damage from a vast array of heavy weaponary.
Lone Sniper
| Perks Equipped - Rank | SPECIAL/Cost | Effect | |
|---|---|---|---|
|
Bandolier |
3/3 |
STR/3 |
Ballistic weapon ammo weighs 90% less. |
|
Sniper |
4/4 |
PER/4 |
Gain improved control and hold your breath 60% longer while aiming scopes. |
|
Long Shot |
4/4 |
PER/4 |
Your rifles have 20% more range and 40% more accuracy when sighted. |
|
Rifleman |
2/3 |
PER/2 |
Your nonautomatic rifles now do +20% damage. |
|
Expert Rifleman |
2/3 |
PER/2 |
Your nonautomatic rifles now do +20% damage. |
|
Night Eyes |
1/1 |
PER/2 |
Gain Night Vision while sneaking between 6:00 p.m. and 6:00 a.m. |
|
Natural Resistance |
3/3 |
END/3 |
You are 90% less likely to catch a disease from the environment. |
|
Aqua Boy/Girl |
1/1 |
END/1 |
You no longer take Rad damage from swimming and can breathe underwater. |
|
Lone Wanderer |
3/3 |
CHA/4 |
When adventuring alone, take 20% less damage and gain 30% AP regen. |
|
Gunsmith |
3/3 |
INT/3 |
Your guns break 75% more slowly and are cheaper to repair. |
|
Weapon Artisan |
3/3 |
INT/3 |
You can repair any weapon to 200% of normal maximum condition. |
|
Action Boy/Girl |
3/3 |
AGL/3 |
AP regenerates 45% faster. |
|
Marathoner |
3/3 |
AGL/3 |
Sprinting consumes 40% fewer AP. |
|
Covert Operative |
3/3 |
AGL/3 |
Your ranged sneak attacks deal 2.5x normal damage. |
|
Ammosmith |
3/3 |
AGL/3 |
Produce 100% more rounds when crafting ammunition. |
|
Adrenaline |
5/5 |
AGL/3 |
Gain +10% (max 48%) damage for 30s per kill. Duration refreshes with kills. |
|
Good With Salt |
3/3 |
LCK/3 |
Food in your inventory will spoil 90% more slowly. |
|
Luck of the Draw |
3/3 |
LCK/3 |
Your weapon has a 20% chance to regain condition when hitting an enemy. |
|
Storm Chase |
2/2 |
LCK/2 |
Gain high health regeneration while outside during rain or Rad storms. |
|
Bloody Mess |
3/3 |
LCK/2 |
10% bonus damage means enemies may explode into a gory red paste. |
The Lone Sniper likes to stay out in the wilderness alone for long periods of time and deal with enemies from afar. The perks max out rifle range and accuracy and increase rifle damage and crits. AP consumption is reduced to allow more shots and quick getaways. Other perks will allow them to stay out in the wilderness for longer and include protection from the elements and Rads, reduced food spoilage, reduced weapon degradation, and lowered ammo carry weight.
Power Armor Tank
| Perks Equipped - Rank | SPECIAL/Cost | Effect | |
|---|---|---|---|
|
Bear Arms |
4/4 |
STR/4 |
Heavy guns weigh 80% less. |
|
Lock and Load |
3/3 |
STR/3 |
Heavy guns reload 30% faster. |
|
Full Charge |
2/2 |
STR/2 |
Sprinting in Power Armor consumes no extra Fusion Core energy. |
|
Pain Train |
3/3 |
STR/3 |
Devastate and stagger enemies by sprinting into them with Power Armor. |
|
Portable Power |
3/3 |
STR/3 |
All Power Armor parts and chassis weights are reduced by 75%. |
|
Professional Drinker |
3/3 |
END/3 |
There's no chance you'll get addicted to alcohol. |
|
Adamantium Skeleton |
5/5 |
END/5 |
Your limb damage is completely eliminated. |
|
Photosynthetic |
2/2 |
END/2 |
Gain improved Health regen between the hours of 6:00 a.m. and 6:00 p.m. |
|
Lifegiver |
3/3 |
END/4 |
Gain a total of +45 to your maximum Health. |
|
Power Smith |
3/3 |
INT/3 |
Your crafted Power Armor now has improved durability. |
|
Stabilized |
4/4 |
INT/4 |
In Power Armor, heavy guns gain 40% accuracy and ignore 40% armor. |
|
Robotics Expert |
3/3 |
INT/3 |
Your Power Armor breaks 60% more slowly and is cheaper to repair. |
|
Power User |
5/5 |
INT/5 |
Fusion Core duration is now doubled. |
|
Action Boy/Girl |
3/3 |
AGL/3 |
AP regenerates 45% faster. |
|
Bloody Mess |
3/3 |
LCK/3 |
15% bonus damage means enemies may explode into a gory red paste. |
|
One Gun Army |
4/4 |
LCK/4 |
Heavy guns gain a 8% stagger chance and an 8% chance to cripple a limb. |
The Tank is all about that Power Armor. While not as versatile as the Heavy, the Tank trades increased damage output for sheer defensive capability. The focus is square on utilizing Power Armor to its maximum potential by increasing its damage resistance and durability. This build also allows Power Armor users to catch enemies off guard by running right into the middle of the fray, allowing the rest of their team to get the jump.
Scavenger
| Perks Equipped - Rank | SPECIAL/Cost | Effect | |
|---|---|---|---|
|
Pack Rat |
3/3 |
STR/3 |
The weight of all junk items is reduced by 75%. |
|
Strong Back |
4/4 |
STR/4 |
Gain +40 to carry weight. |
|
Traveling Pharmacy |
3/3 |
STR/2 |
Weights of all chems (including Stimpaks) are reduced by 90%. |
|
Thru-Hiker |
3/3 |
STR/2 |
Food and drink weights are reduced by 90%. |
|
Picklock |
1/1 |
PER/1 |
Gain +1 Lockpicking skill, and the lockpicking "sweet spot" is 10% larger. |
|
Expert Picklock |
1/1 |
PER/1 |
Gain +1 Lockpicking skill, and the lockpicking "sweet spot" is 10% larger. |
|
Master Picklock |
1/1 |
PER/1 |
Gain +1 Lockpicking skill, and the lockpicking "sweet spot" is 10% larger. |
|
Homebody |
2/2 |
END/2 |
Gain improved health and limb regeneration while in your camp or workshop. |
|
Happy Camper |
3/3 |
CHA/3 |
Hunger and Thirst grow 80% more slowly when in camp or in a team workshop. |
|
Hard Bargain |
3/3 |
CHA/3 |
Buying and selling prices at vendors are now much better. |
|
Exotic Weapons |
2/2 |
INT/2 |
You can now craft crossbows, black powder guns, the Syringer and more! / You can now craft Rank 1 exotic weapon mods. |
|
Scrapper |
2/2 |
INT/2 |
Obtain many more components when you scrap weapons and armor. |
|
Exotic Weapons Expert |
1/2 |
INT/1 |
You can now craft Rank 2 exotic weapon mods. |
|
Contractor |
2/2 |
INT/2 |
Crafting workshop items now costs 50% fewer materials. |
|
Science |
2/2 |
INT/2 |
You can now craft energy guns. / You can craft Rank 1 energy gun mods. |
|
Science Expert |
1/2 |
INT/1 |
You can craft Rank 2 energy gun mods. |
|
Grease Monkey |
2/2 |
INT/2 |
Workshop items are 60% cheaper to repair. |
|
Power Smith |
1/3 |
INT/1 |
You can now craft advanced Power Armor mods. |
|
Science Master |
1/2 |
INT/1 |
You can now craft Rank 3 energy gun mods. |
|
Chemist |
1/2 |
INT/1 |
You get double the quantity when you craft chems! |
|
Home Defense |
3/3 |
AGL/3 |
You can craft and disarm expert traps and craft expert turrets. |
|
Pharma Farma |
3/3 |
LCK/3 |
Always find extra first aid chems when you "Search" a chem container. |
|
Scrounger |
3/3 |
LCK/3 |
|
|
Cap Collector |
3/3 |
LCK/3 |
You almost always find more bottle caps when opening a Caps Stash. |
|
Woodchucker |
2/3 |
LCK/2 |
Collecting wood yields 100% more. |
|
Super Duper |
4/4 |
LCK/4 |
When you craft anything, there is a 40% chance you'll get double results! |
The Scavenger will take anything and make anything. The player will have to grab many items and find blueprints throughout the world, but this build will allow them to craft just about anything, be it weapons, armor, mods, workshop, or chems.
Stealth Operative
| Perks Equipped - Rank | SPECIAL/Cost | Effect | |
|---|---|---|---|
|
Bandolier |
3/3 |
STR/3 |
Ballistic weapon ammo weighs 90% less. |
|
Packin' Light |
3/3 |
STR/3 |
Your pistols weigh 75% less. |
|
Picklock |
1/1 |
PER/1 |
Gain +1 Lockpicking skill, and the lockpicking "sweet spot" is 10% larger. |
|
Crack Shot |
4/4 |
PER/4 |
All pistols now have 20% more range and 40% more accuracy when sighted. |
|
Expert Picklock |
1/1 |
PER/1 |
Gain +1 Lockpicking skill, and the lockpicking "sweet spot" is 10% larger. |
|
Master Picklock |
1/1 |
PER/1 |
Gain +1 Lockpicking skill, and the lockpicking "sweet spot" is 10% larger. |
|
Night Eyes |
1/1 |
PER/2 |
Gain Night Vision while sneaking between 6:00 p.m. and 6:00 a.m. |
|
Aqua Boy/Girl |
1/1 |
END/1 |
You no longer take Rad damage from swimming and can breathe underwater. |
|
Rad Resistant |
3/4 |
END/3 |
You now have +30 Radiation Resistance. |
|
Professional Drinker |
1/1 |
END/3 |
There's no chance you'll get addicted to alcohol. |
|
All Night Long |
3/3 |
END/3 |
You suffer 60% less from hunger and thirst. |
|
Lone Wanderer |
3/3 |
CHA/4 |
When adventuring alone, take 20% less damage and gain 30% AP regen. |
|
Chem Resistant |
2/2 |
CHA/2 |
You gain complete immunity to chem addiction. |
|
Hacker |
1/1 |
INT/1 |
Gain +1 Hacking skill, and terminal lockout time is reduced. |
|
Expert Hacker |
1/1 |
INT/1 |
Gain +1 Hacking skill, and terminal lockout time is reduced. |
|
Master Hacker |
1/1 |
INT/1 |
Gain +1 Hacking skill, and terminal lockout time is reduced. |
|
Gunsmith |
3/3 |
INT/3 |
Your guns break 75% more slowly and are cheaper to repair. |
|
Weapon Artisan |
3/3 |
INT/3 |
You can repair any weapon to 200% of normal maximum condition. |
|
Master Gunslinger |
2/4 |
AGL/2 |
Your nonautomatic pistols now do +20% damage. |
|
Escape Artist |
1/1 |
AGL/1 |
Sneak to lose enemies, and running no longer affects stealth. |
|
Light Footed |
1/1 |
AGL/1 |
While sneaking, you never trigger mines or floor-based traps. |
|
Sneak |
5/5 |
AGL/5 |
You are 60% harder to detect while sneaking. |
|
Covert Operative |
3/3 |
AGL/3 |
Your ranged sneak attacks deal 2.5x normal damage. |
|
Secret Agent |
3/3 |
AGL/3 |
Stealth Boys last four times as long! |
The Stealth Op can sneak, hack, pick, and hide in just about every situation. With a focus on pistols and sneak attacks with chem and alcohol immunity, the player can boost their stats with a variety of drugs to deal a lot of damage without being seen. Hacking and lockpicking allow them to access just about any area, and Rad resistance allows them to make getaways into dangerous areas.
Team Medic
| Perks Equipped - Rank | SPECIAL/Cost | Effect | |
|---|---|---|---|
|
Traveling Pharmacy |
3/3 |
STR/3 |
Weights of all chems (including Stimpaks) are reduced by 90%. |
|
Thru-Hiker |
3/3 |
STR/3 |
Food and drink weights are reduced by 90%. |
|
Butcher's Bounty |
3/3 |
PER/3 |
Always find extra meat when you "Search" an animal corpse. |
|
Professional Drinker |
3/3 |
END/3 |
There's no chance you'll get addicted to alcohol. |
|
Chem Resistant |
2/2 |
END/2 |
You gain complete immunity to chem addiction. |
|
Anti-Epidemic |
2/2 |
CHA/2 |
Your disease cures always cure a disease from nearby teammates too. |
|
Field Surgeon |
1/1 |
CHA/2 |
Stimpaks and RadAway will now work much more quickly. |
|
Healing Hands |
3/3 |
CHA/3 |
Players you revive have Rads reduced by 900. |
|
Team Medic |
3/3 |
CHA/4 |
Your Stimpaks now also heal nearby teammates to their full strength. |
|
Quack Surgeon |
1/1 |
CHA/1 |
Revive other players with Whiskey! |
|
Philanthropist |
3/3 |
CHA/3 |
Restore much more of your team's hunger and thirst when you eat or drink. |
|
First Aid |
4/4 |
INT/4 |
Stimpaks restore 40% more lost Health. |
|
Pharmacist |
3/3 |
INT/3 |
RadAway removes twice as much radiation. |
|
Born Survivor |
1/3 |
AGL/1 |
Falling below 20% health will automatically use a Stimpak. |
|
Rejuvinated |
2/2 |
AGL/2 |
You gain much increased benefit from being Well Fed or Well Hydrated. |
|
Dodgy |
3/3 |
AGL/3 |
Avoid 30% of incoming damage at the cost of 30 AP per hit. |
|
Pharma Farma |
3/3 |
LCK/3 |
Always find extra first aid chems when you "Search" a chem container. |
|
Serendipity |
3/3 |
LCK/3 |
While below 30% health, gain a 45% chance to avoid damage. |
|
Good With Salt |
3/3 |
LCK/3 |
Food in your inventory will spoil 90% more slowly. |
|
Mystery Meat |
3/3 |
LCK/2 |
Stimpaks generate more edible meat tissue. Higher Rads improve the chance. |
|
Dry Nurse |
3/3 |
LCK/3 |
You have a 90% chance to keep your Stimpak when you revive another player. |
The Medic assumes your teammates are going to die. A lot. It also assumes that because the wasteland is devoid of caring mothers, your teammates won’t eat or drink enough, so you should probably do it for them.
This build is for players who want to carry tons of rations and medical supplies to distribute to or revive teammates. It also provides plenty of perks that can be shared with teammates, depending on the need. Additionally, the ability to dodge damage allows the medic to run into the line of fire to help a downed teammate.
Unhinged Grenadier
| Perks Equipped - Rank | SPECIAL/Cost | Effect | |
|---|---|---|---|
|
Strong Back |
4/4 |
STR/4 |
Gain +40 to carry weight. |
|
Ordnance Express |
3/3 |
STR/3 |
Thrown explosives weigh 90% less. |
|
Grenadier |
2/2 |
PER/2 |
Your explosives detonate with twice the radius. |
|
Fire in the Hole |
3/3 |
PER/3 |
See a throwing arc when tossing grenades, and grenades fly 50% farther. |
|
Sun Kissed |
2/2 |
END/2 |
Quickly regen radiation damage between the hours of 6:00 a.m. and 6:00 p.m. |
|
Ghoulish |
2/3 |
END/2 |
Radiation now regenerates more of your lost Health! |
|
Cannibal |
2/3 |
END/2 |
Eating human, Ghoul, Super Mutant, or Scorched corpses restores more Health and Hunger. |
|
Lead Belly |
3/3 |
END/3 |
You take no radiation from eating or drinking. |
|
Natural Resistance |
2/3 |
END/2 |
You are 90% less likely to catch a disease from the environment. |
|
Aqua Boy/Girl |
1/1 |
END/1 |
You no longer take Rad damage from swimming and can breathe underwater. |
|
Iron Stomach |
3/3 |
END/3 |
Your chance to catch a disease from food is reduced by 90%. |
|
Demolition Expert |
5/5 |
INT/5 |
Your explosives do +100% damage. |
|
Action Boy/Girl |
3/3 |
AGL/3 |
AP regenerates 45% faster. |
|
Marathoner |
3/3 |
AGL/3 |
Sprinting consumes 40% fewer AP. |
|
Home Defense |
3/3 |
AGL/3 |
You can craft and disarm expert traps and craft expert turrets. |
|
Light Footed |
1/1 |
AGL/1 |
While sneaking, you never trigger mines or floor-based traps. |
|
Goat Legs |
2/2 |
AGL/2 |
Take 80% less damage from falling. |
|
Last Laugh |
2/2 |
LCK/2 |
You always drop a live grenade from your inventory when you are downed. |
|
Bloody Mess |
3/3 |
LCK/3 |
15% bonus damage means enemies may explode into a gory red paste. |
|
Mysterious Savior |
3/3 |
LCK/3 |
The Mysterious Savior will regularly appear to revive you when downed. |
|
Mystery Meat |
3/3 |
LCK/3 |
Stimpaks generate excessive, edible meat. Higher Rads improve the chance. |
The Unhinged Grenadier’s love of explosives and food found on the ground may make you ask if they’re unstable. Yes.
The Unhinged Grenadier focuses on perks that increase explosive damage and radius. The Cannibal perk combined with Rad resistance and disease immunity allows the player to eat or drink anything in the world and not have to worry about carrying much survival gear. This, of course, means they can carry more explosives.
Weapon Melee Specialist
| Perks Equipped - Rank | SPECIAL/Cost | Effect | |
|---|---|---|---|
|
Barbarian |
3/3 |
STR/3 |
Every point of Strength adds +4 Damage Resist (max 80). |
|
Incisor |
3/3 |
STR/3 |
Your melee weapons ignore 75% of your target's armor. |
|
Martial Artist |
3/3 |
STR/3 |
Your melee weapons weigh 60% less, and you can swing them 30% faster. |
|
Slugger |
2/3 |
STR/2 |
Your two-handed melee weapons now do +20% damage. |
|
Expert Slugger |
2/3 |
STR/2 |
Your two-handed melee weapons now do +20% damage. |
|
Master Slugger |
2/4 |
STR/2 |
Your two-handed melee weapons now do +20% damage. |
|
Life Giver |
3/3 |
END/4 |
Gain a total of +45 to your maximum Health. |
|
Aqua Boy/Girl |
1/1 |
END/1 |
You no longer take Rad damage from swimming and can breathe underwater. |
|
Cola Nut |
2/2 |
END/2 |
Nuka-Cola products are now three times as beneficial. |
|
Ironclad |
5/5 |
END/5 |
You now gain 50 Damage and Energy Resistance while wearing armor. |
|
Solar Powered |
3/3 |
END/3 |
Gain +3 to STR and END between the hours of 6:00 a.m. and 6:00 p.m. |
|
Adrenaline |
5/5 |
AGL/5 |
Gain +10% (max 60%) damage for 30s per kill. Duration refreshes with kills. |
|
Evasive |
3/3 |
AGL/3 |
While unarmored, each point of AGI adds +3 Damage and Energy Resist (max 45). |
|
Action Boy/Girl |
3/3 |
AGL/3 |
AP regenerates 45% faster. |
|
Born Survivor |
1/1 |
AGL/1 |
Falling below 20% health will automatically use a Stimpak. |
|
Marathoner |
3/3 |
AGL/3 |
Sprinting consumes 40% fewer AP. |
|
Ricochet |
4/4 |
LCK/4 |
You have a 20% chance to deflect back a portion of enemies' ranged damage. |
|
Bloody Mess |
3/3 |
LCK/3 |
15% bonus damage means enemies may explode into a gory red paste. |
|
Storm Chase |
1/2 |
LCK/1 |
Gain health regeneration while outside during rain or Rad storms. |
The Weapon Melee gets up close and personal.
This build allows players to run circles around their opponents and output a high amount of damage in a short period of time. Boosted health and damage resistance and automatic Stimpak usage helps the player outlive their targets and beat them into the dust.