Modifications: Item Condition and Durability, Scrapping Return
Buffs: Intelligence Bobblehead, Night Person (Perception ), Some Armor and Clothing, Chems (Daddy-O, Berry Mentats, Mentats, X-Cell), Alcohol (Beer, Bourbon, Rum)
Intelligence is a measure of your overall mental acuity and affects your ability to hack terminals (raising INT decreases the number of words in the Hacking mini-game), the condition and durability of items that you craft, and the return you get from scrapping items.
Value Crafted Item Condition Bonus Scrapping Yield
1
+0%
+0%
2
+5%
+20%
3
+10%
+33%
4
+15%
+40%
5
+25%
+46%
6
+30%
+50%
7
+35%
+53%
8
+40%
+56%
9
+45%
+58%
10
+50%
+60%
11
+55%
+61%
12
+60%
+62%
13
+65%
+64%
14
+70%
+65%
15
+75%
+66%
Intelligence Perks (31)
The following table shows all 31 Intelligence Perk Cards, listed by the earliest level you can obtain them.
Perk Name C U R Level Ranks Description
First Aid
x
2
1, 2, 3, 4
Stimpaks restore 10/20/30/40% more lost Health.
Makeshift Warrior
x
3
1, 2, 3
Your melee weapons break 30/60/90% more slowly and are cheaper to repair.
Hacker
x
4
1
Gain +1 hacking skill, and terminal lockout time is reduced.
Licensed Plumber
x
5
1, 2, 3
Your pipe weapons break 30/60/90% more slowly and are cheaper to repair.
Pharmacist
x
6
1, 2, 3
RadAway removes 30% more/60% more/twice as much radiation.
Exotic Weapons
x
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).
Demolition Expert
x
10
1, 2, 3, 4, 5
Your explosives do +20/40/60/80/100% damage.
Scrapper
x
13
1
Obtain more components when you scrap weapons and armor.
Armorer
x
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)
x
16
1, 2
You can craft Rank 2 exotic weapon mods (Plans required). / Crafting exotic weapons now costs fewer materials.
Contractor
x
18
1, 2
Crafting workshop items now cost 25/50% fewer materials.
Science
x
20
1, 2
You can now craft energy guns (Plans Required). / You can craft Rank 1 energy gun mods (Plans required).
Hacker (Expert)
x
22
1
Gain +1 Hacking skill, and terminal lockout time is reduced.
Gunsmith
x
23
1, 2, 3
Your guns break 25/50/75% more slowly and are cheaper to repair.
Exotic Weapons (Master)
x
25
1, 2
You can craft Rank 3 exotic weapon mods (Plans required). / Your crafted exotic weapons have improved durability.
Fix It Good
x
27
1, 2, 3
You can repair armor and Power Armor to 130/160/200% of normal maximum condition.
Batteries Included
x
28
1, 2, 3
Energy weapon ammo weighs 30/60/90% less.
Wrecking Ball
x
29
1, 2, 3
You deal +40/80/120% damage to workshop objects.
Science (Expert)
x
31
1, 2
You can now craft Rank 2 energy gun mods (Plans required). / Crafting energy guns now costs fewer materials.
Grease Monkey
x
33
1, 2
Workshop items are 30/60% cheaper to repair.
Chemist
x
34
1, 2
You get double/triple the quantity when you craft Chems!
Stabilized
x
36
1, 2, 3, 4
In Power Armor , heavy guns gain more/even more/much better/excellent accuracy and ignore 10/20/30/40% armor.
Hacker (Master)
x
38
1
Gain +1 Hacking skill, and terminal lockout time is reduced.
Weapon Artisan
x
40
1, 2, 3
You can repair any weapon to 130/160/200% of normal maximum condition.
Power Smith
x
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)
x
43
1, 2
You can now craft Rank 3 energy gun mods (Plans required). / Crafted energy guns have improved durability.
Power Patcher
x
44
1, 2, 3
Your Power Armor breaks 20/40/60% more slowly and is cheaper to repair.
Nerd Rage
x
46
1, 2, 3
While below 20% Health, gain 20/30/40 Damage Resist, 10/15/20% damage and 15% AP regen.
Robotics Expert
x
48
1, 2, 3
Hack an enemy robot for a 25/50/75% chance to pacify it.
Portable Power
x
49
1, 2, 3
All Power Armor parts and chassis weights are reduced by 25/50/75%
Power User
x
50
1, 2, 3, 4, 5
Fusion Cores now last 20/40/60/80/200% longer.
Intelligence-Related Perks: Overview
This attribute offers an interesting mixture of perks related largely to crafting, item improvements, and hacking; there are those that increase the durability and lessen the repair costs of specific weapons . You’re able to hack increasingly difficult terminals. Stimpaks and RadAway are given boosts. Exotic Weapons , Explosives, Armor, Power Armor , and Energy Guns are all able to be crafted and improved, and weapons are harder to break, as well as being improved over their maximum condition. Scrap items after taking weapons and armor apart are increased. At the highest levels, robots can be pacified, Fusion Cores receive improvements, and you can become a workshop-destroying maelstrom!
Armorer
Rarity: Common
Level: 15
Ranks:
Points: 1, 2, 3
Description: You can now craft advanced armor mods (Plans required)/Crafting armor now costs fewer materials./Your crafted armor has improved durability.
Advice: Whether you’re taking your armor crafting (literally) to the next level due to your own requirements or because you’re crafting pieces of armor to sell or give to your teammates, or to trade and make Caps, this perk is an obvious and substantially helpful investment. It more fully opens up the Armor Workbench, allowing a full range of Heavy Armor, Helmets, Light Armor, Sturdy Armor, and Under Armor to be crafted and modified. The only potential problem is locating the Plans necessary, due to the random nature of obtaining them. Though this is the basis of creating the very best in protective outfits, there are other perks that specifically help augment armor: the Intelligence perks Fix It Good and Scrapper and the Agility perk White Knight. Finally, look to the Intelligence perk Gunsmith as the Weapons -related version of this perk.
Batteries Included
Rarity: Common
Level: 28
Ranks:
Points: 1, 2, 3
Description: Energy weapon ammo weighs 30/60/90% less.
Advice: As you progress, you may switch from ballistic to energy weapons . When you do, inspect the weight of the energy weapon ammunition you’re carrying. If this has become your primary weapon type or you’re collecting (or trading energy ammunition for Caps or keeping your teammates fully loaded with energy ammunition via the Tinker’s Workbench), then think about choosing this perk. For heavier weapons , the ammunition weight may be problematic, and if you want to negate some (or at the highest rank, almost all) of that weight, then employ this perk. Add up all the energy ammunition you have, and if the weight you’re about to negate is higher than a perk that removes more general Carry Weight penalties, then this is for you. Just be aware of how specific this weight reduction is.
Chemist
Rarity: Common
Level: 34
Ranks:
Points: 1, 2
Description: You get double/triple the quantity when you craft chems!
Advice: If you’ve made a career of crafting all the different items available at a chemistry station, or you’re thinking about reaping enhanced benefits as this perk becomes available, obtaining more from your components is a boon to your needs: This affects the Drugs, Healing, and Mutation Serums you can craft at a chemistry station (just Chems, rather than non-ingestible items like Gunpowder). This can keep you in Mentats or Stimpaks for days, and extra chems can be stored, given to your teammates, or sold. Make this perk even better: You may want to reduce the weight of all these chems using the Strength perk Traveling Pharmacy. You can also pick Endurance perks Chem Fiend, Chem Resistant, and Hydro Fix along with Munchy Resistance to add further longevity to your personal stash and reduce the negative effects of the chems.
Contractor
Rarity: Common
Level: 18
Ranks:
Points: 1, 2
Description: Crafting workshop items now cost 25%/50% fewer materials.
Advice: Need to make a defensive base at a Public Workshop using roughly half the available materials (at Rank 2)? Then depending on the raw materials already available at the workshop, this becomes a most helpful or marginally helpful perk, due to the reasonably large quantity of components already stocked at a workshop. Remember that your workshop budget is usually the limiting factor regarding how big you can build a structure, though this varies depending on the workshop’s location, size, and scope. Where this perk really comes into its own, however, is during the maintenance and defense of a workshop, especially during prolonged battles with rival gangs of humans! Ensure you specify a “Handyman” on your team with this perk, whose responsibility is to repair and reinforce all defensive structures, turrets , and other buildings, while using far fewer materials in the process, so you don’t have to dip into any personal materials or (at worst) head off to forage when you should be keeping your workshop free from foes. The Intelligence perk Grease Monkey is the main perk to partner with this, as well as the Endurance perk Homebody, the Charisma perk Happy Camper, and the perks that help craft more powerful turrets and traps.
Demolitions Expert
Rarity: Rare
Level: 10
Ranks:
Points: 1, 2, 3, 4, 5
Description: Your explosives do +20%/40%/60%/80%/100% damage.
Advice: If you’re not throwing grenades at foes to soften them up or cause distractions, remedy that situation at once! This perk doesn’t affect only your projectiles: Think about the additional damage of your grenades, mines, and explosive heavy weapons , as well as the missile turrets and artillery strikes you’ve made for your camp or workshop. If effectively doubling the damage (at Rank 5) these weapons inflict is appealing, then pick this perk, even though it can eat up your Intelligence points! Add further mayhem to your area-of-effect explosives by partnering this with the Strength perk Ordnance Express and the Perception perks Grenadier and Fire in the Hole to inflict the largest amount of explosive pain that you can, over the widest area!
Exotic Weapons
Rarity: Common
Level: 8
Ranks:
Points: 1, 2
Description: You can now craft crossbows, black powder guns, and more! (Plans required). // You can now craft Rank 1 exotic weapon mods (Plans required).
(Expert) Exotic Weapons
Rarity: Common
Level: 16
Ranks:
Points: 1, 2
Description: You can craft Rank 2 exotic weapon mods (Plans required)./Crafting exotic weapons now costs fewer materials.
(Master) Exotic Weapons
Rarity: Common
Level: 25
Ranks:
Points: 1, 2
Description: You can craft Rank 3 exotic weapon mods (Plans required)./Your crafted exotic weapons have improved durability.
Advice: Everybody in Appalachia enjoys wandering around with an enhanced crossbow or learning the archaic methods of reloading a Black Powder Rifle, so why not become the de facto crafter of such items? This opens up the number of “exotic” weapons available to you and your fellow Vault Dwellers. Furthermore, if you’d previously found a Plan for an exotic weapon but hadn’t obtained this perk, the material costs would have been more; this is no longer the case. Unlike most other crafting station/workbench improvements, this splits up exotic weapons into three stages, and the total points can add up! It’s going to take six Intelligence points to craft the very best crossbow, or one that has better durability! Also think about partnering these perks with the low-level Strength perk Pack Rat when you’re scavenging materials and the high-level Luck perk Super Duper. If you take weapon crafting seriously, or if you craft weapons to sell or give to your teammates, or to trade and make Caps from, this perk is an obvious and substantially helpful investment. It more fully opens up the Weapons Workbench, and at a lower XP level than you might expect. Make this the first foray into the world of weapons crafting!
First Aid
Rarity: Common
Level: 2
Ranks:
Points: 1, 2, 3, 4
Description: Stimpaks restore 10%/20%/30%/40% more lost Health.
Advice: This perk is essential when you’re first stepping out from Vault 76 , as anything that prolongs your life span during the time you’re adjusting to your new life in the Appalachian wilderness should be seen as a gift. Activate this immediately upon seeing it, and begin to search first aid boxes for more Stimpaks. Learn the base components for crafting Stimpaks (Antiseptic, Blood Pack, and Steel), learn the variants (Diluted and Super variants), and count your blessings; you have a reasonably good supply from the Vault. Switch this out if you’re running low on Intelligence points and want a different perk to be active, utilizing First Aid each time you use a Stimpak—if you’re not in a frantic combat situation or you’re using perks where Stimpaks are automatically administered. As you progress, find more health-related help, such as the Strength perk Traveling Pharmacy, the Agility perk Born Survivor, the Charisma perks Field Surgeon and Team Medic, and the Luck perks Dry Nurse and Mystery Meat. Finally, the Medical Store Vending Machine (Vendors) requires Rank 1 of this perk to be constructed in your camp or workshop.
Fix It Good
Rarity: Common
Level: 27
Ranks:
Points: 1, 2, 3
Description: You can repair armor and Power Armor to 130%/160%/200% of normal maximum condition.
Advice: Shelve this perk for most of your adventuring, but don’t forget the vital bonuses it grants you when you reach an Armor Workbench, or Power Armor Station. Start to repair any battle-dented armor or Power Armor you may be wearing. Remember to share this perk with your teammates, so they can take advantage of mending their own armor, or become the “blacksmith” for your team and fix everyone’s armor yourself (for the XP). Also consider selling armor and Power Armor that’s been improved for a greater number of Caps. Check other perks with similar effects, such as the Intelligence perks Power Patcher and Scrapper and the Agility perk White Knight.
Grease Monkey
Rarity: Common
Level: 33
Ranks:
Points: 1, 2
Description: Workshop items are 30%/60% cheaper to repair.
Advice: This perk offers highly situational but extremely helpful effects when you or your team attempt to defend a public workshop against hordes of foes or a persistent rival team of humans. Having fewer components needed when repairing damaged parts of your workshop (usually generators, walls, and defenses like turrets and traps) becomes a boon to your dwindling supplies, so ensure your teammates know about this perk to prevent them from repairing objects at a higher cost! You should also have the Intelligence perk Contractor so your supplies are even healthier, and think about utilizing the Endurance perk Homebody and the Charisma perk Happy Camper so your survival chances and ability to maintain a workshop under siege are greatly improved.
Gunsmith
Rarity: Uncommon
Level: 23
Ranks:
Points: 1, 2, 3
Description: Your guns break 25%/50%/75% more slowly and are cheaper to repair.
Advice: This takes your Weapons Workbench hammering into professional territory while allowing you to forge best-quality weaponry that doesn’t swallow up all your base components as quickly. This essentially gives you time away from junk scavenging or allows you make to far more items with the junk you are breaking down into weapon components. Sell these enhanced weapons to others or give them to teammates. Naturally, this is a solid perk investment (arguably even more so than the Intelligence Armorer perk, which offers the same bonuses but for items you have a narrower variety of), though it affects only guns, not melee weapons (choose Intelligence perk Makeshift Warrior for that). Remember to look for partner perks to help your weapon augmentations even more, such as the Intelligence perk Weapon Artisan.
Hacker
Rarity: Common
Level: 4
Ranks:
Points: 1
Description: Gain +1 hacking skill, and terminal lock-out time is reduced.
(Expert) Hacker
Rarity: Common
Level: 22
Ranks:
Points: 1
Description: Gain +1 hacking skill, and terminal lockout time is reduced.
(Master) Hacker
Rarity: Common
Level: 38
Ranks:
Points: 1
Description: Gain +1 Hacking skill, and terminal lockout time is reduced.
Advice: Without this perk, whenever you locate a terminal that requires hacking to access it, only terminals with a Normal (“0”) level of password protection are accessible, and if you fail in your hacking attempt, expect to be locked out of the terminal for around 10 seconds. With the three levels of this Hacker perk, however, the more well-encrypted terminals become accessible; this is important because if you don’t have the Hacker perk, you can’t even get into higher level terminals, and the lockout time is reduced. Hacker allows access to Advanced (“1”) terminals. Expert Hacker allows access to Expert (“2”) terminals. And Master Hacker allows access to Master (“3”) terminals (the highest encryption). Find the encryption number when you attempt to activate a terminal, and if you only have a few Perception points, swap these cards out with a Perception perk you run all the time, and just swap back when there’s a terminal to face. Remember that terminals aren’t anywhere nearly as common as locks, so if you only want to unlock one set of environmental objects, the Perception perk Picklock, which enables the easier picking of docks, safes, and containers, will yield more opportunities. Note, though, that Hacker is the only way to get access to some areas of hidden Appalachia, and some terminals allow you to deactivate turrets and control robots (usually Protectrons), which can be most helpful!
Licensed Plumber
Rarity: Common
Level: 5
Ranks:
Points: 1, 2, 3
Description: Your pipe weapons break 30%/60%/90% more slowly and are cheaper to repair.
Advice: This is a very specific weapons -based perk, though it’s extremely useful in the initial stages of your Appalachia exploration due to the common number of pipe weapons in the Flatwoods area. Pipe weapons are plentiful and helpful to utilize during the initial stages of play, and you’re wise to invest in more robust variations. Note this includes all the different weapons : the revolver, pistol, and automatic variants designed so you can test each out to see which you prefer before “graduating” to better weaponry with similar firing qualities. This also helps with the lead pipe melee weapon! Licensed Plumber allows you to forge best-quality pipe weaponry that doesn’t swallow up all your base components as quickly, essentially giving you time away from junk scavenging or allowing you make to far more items with the junk you are breaking down into weapon components. Sell these enhanced weapons to others, or give them to teammates.
Makeshift Warrior
Rarity: Uncommon
Level: 3
Ranks:
Points: 1, 2, 3
Description: Your melee weapons break 30%/60%/90% more slowly and are cheaper to repair.
Advice: Are your blunt, sharp, or striking melee and fist weapons taking a beating? By their very nature they should be, so making them almost twice as tough (Rank 3), with fewer components needed for their eventual repair means you can spend more time exploring, bashing, foraging, and bludgeoning, and less time at the Weapons Workbench. You have more time away from junk scavenging (or allowing you make far more items with the junk you are breaking down into weapon components). Sell these enhanced weapons to others, or give them to teammates. Naturally, this is a solid perk investment, though it only affects melee weapons , not guns (choose the Intelligence perk Gunsmith for that). Look for partner perks to help your weapon augmentations even more, such as the Intelligence perk Weapon Artisan.
Nerd Rage
Rarity: Rare
Level: 46
Ranks:
Points: 1, 2, 3
Description: While below 20% Health, gain 20/30/40 Damage Resist, 10/15/20% damage and 15% AP regen.
Advice: From initial inspection, this looks like a dangerous way to fight: close to death with low health. However, by the time you can access this perk, you’re high enough level to still have a reasonable pool of Hit Points, even at 20% of your full health. Plus, your resistances (and other perks that help stack resistances) should keep you from an early death. Think about partnering this with other “low health” perks that work in tandem with Nerd Rage: the Agility perk Dead Man Sprinting, the Luck perk Serendipity, and possibly the Endurance perk Lifegiver. This also allows you to have a high radiation level, so make the most of Rad-based perks that give you bonuses to your irradiated state, like the Strength perk Radicool, and the Charisma perks Overly Generous and Rad Sponge.
Pharmacist
Rarity: Uncommon
Level: 6
Ranks:
Points: 1, 2, 3
Description: RadAway removes 30% more/60% more/twice as much radiation.
Advice: Initially at least, there are two main chems you’ll utilize (so much so that you should be putting them in your Favorites menu wheel for easy access): Stimpaks and RadAway. As you’ll begin to take radiation damage even if you actively avoid highly irradiated areas (due to consumption of tainted food and water or the damage some enemies inflict), having your RadAway grant you more radiation removal is helpful. It’s not as helpful as, say, First Aid because Stimpaks cure every other type of damage and you don’t want to waste RadAway by using a RadAway too early (so it could have removed much more radiation damage than you were affected by). Later on, give your RadAway even more potency with the Charisma perk Field Surgeon and ponder the benefits of the Luck perk Starched Genes.
Portable Power
Rarity: Common
Level: 49
Ranks:
Points: 1, 2, 3
Description: All Power Armor parts and chassis weights are reduced by 25%/50%/75%.
Advice: Your standard T-45 Power Armor weighs around 79 units (Torso: 16; Helmet: 11; Left and Right Arm: 12 each; Left and Right Leg: 14 each), so despite the extra Carry Weight this armor affords you, the weight is still a problem for those who must go longer between managing their inventory . You’ll be a very high level by this time, so you may already have figured out a method to circumvent this problem, or you may want to use the 1 to 3 points for other perks. However, Rank 3 drops your armor weight to around around 20 (while clad in T-45 Power Armor )giving you significant additional room to scavenge while on long trips.
Power Patcher
Rarity: Uncommon
Level: 44
Ranks:
Points: 1, 2, 3
Description: Your Power Armor breaks 20%/40%/60% more slowly and is cheaper to repair.
Advice: Much like the Agility perk White Knight (which offers the same bonuses but for regular Armor), this grants you tougher Power Armor and fewer materials necessary to make repairs, which is particularly helpful given the large amount of scrap usually needed. With more robust Power Armor , you can explore more of Appalachia for longer and spend more time before visits to the Power Armor Station. Also be aware that accompanying multiple damage-resistance perks (such as the ones listed in the Agility perk Evasive) also keeps your Power Armor intact for longer. The best partner perks for Power Patcher are within the Intelligence perks deck, such as Fix It Good and Power Smith.
Power Smith
Rarity: Common
Level: 41
Ranks:
Points: 1, 2, 3
Description: 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.
Advice: This perk should be at the center of your Power Armor upgrade path, as it enables you to expand the quality of mods (plans permitting), lessen the large materials cost associated with Power Armor , and (at Rank 3), improve the durability of the armor pieces you work on. Whether you’re working on Excavator, Raider, T-45, T-51b, T-60, Ultracite, X-01, or Enclave Power Armor , this perk enables the creation of the very best in protective exoskeletons! Also invest in the Intelligence perks Fix It Good, Power Patcher, and Power User. Finally, look to the Intelligence perk Armorer Gunsmith as the Armor Workbench and Weapons Workbench-related versions of this perk.
Power User
Rarity: Uncommon
Level: 50
Ranks:
Points: 1, 2, 3, 4, 5
Description: Fusion Cores now last 20%/40%/60%/80%/200% longer.
Advice: Fusion Cores serve two main purposes (one more ubiquitous than the other): powering fusion generators (that you can place in your camp or workshop) or powering your Power Armor . If you need them to last up to three times the longevity as normal (Rank 5), pick this perk. Beware of just how many Intelligence perks this costs and the fact that you need to have the cards constantly active for the perk to be in effect, giving you less flexibility for adding other Intelligence perks. While having additional “juice” in your Fusion Cores is undeniably helpful, by the time you receive this perk, you may already have nuked part of Appalachia, harvested irradiated plants, turned them into “Flux,” found the chemistry station plan, and started to craft your own Fusion Cores! Or, just go to any large power plant and start the Fusion Core generators outside the plant grounds and gather a large number of them (or scavenge for them). That’s not to say this perk isn’t useful (it is), but think about alternative methods of gaining the additional Fusion Cores you need to avoid using this perk.
Robotics Expert
Rarity: Uncommon
Level: 48
Ranks:
Points: 1, 2, 3
Description: Hack an enemy robot for a 25%/50%/75% chance to pacify it.
Advice: You’ll need to wait awhile to access this perk, but once you have it, anything that’s counted as robot, whether it’s an intelligent turret, a lowly Protectron, or a hulking sentry bot, may become docile. Access the robot by aiming or looking at it, either normally or in V.A.T.S. Check for a special icon above the robot’s head so you know it’s susceptible to this perk. Then quickly hack (as you can’t pause the action), and if it works, you can shut the robot down or give it simple commands (e.g., to attack others). This tends not to work on Legendary robots, and if you use a terminal, sit, or leave and return to an area, expect hostilities to resume. Expect this to affect Robotrons, Robobrains, Mr. Gutsys, Mr. Handys, Assaultrons, and Sentry Bots, and other robots. You can then keep one as a temporary “pet” (although it’s more of a shield of reinforced metal and circuitry) until it dies or you kill it. Finally, note there are two variants of this perk: Animal Friend (Charisma ) and Wasteland Whisperer (Charisma ), which affects animals and creatures rather than robots. Pick all three to dominate lowly life-forms!
Science
Rarity: Common
Level: 20
Ranks:
Points: 1, 2
Description: You can now craft energy guns (Plans required)./You can craft Rank 1 energy gun mods (Plans required).
(Expert) Science
Rarity: Common
Level: 31
Ranks:
Points: 1, 2
Description: You can now craft Rank 2 energy gun mods (Plans required)./Crafting energy guns now costs fewer materials.
(Master) Science
Rarity: Common
Level: 43
Ranks:
Points: 1, 2
Description: You can now craft Rank 3 energy gun mods (Plans required)./Crafted energy guns have improved durability.
Advice: Need to build weaponry that relies on energy and inflicts energy damage? Then you’ve come to the right perk! This essentially turns any Weapons Workbench into a portal for creating laser weapons (including the awesome Gatling laser!), plasma weapons , and guns. At higher ranks, better weapon modifications are available for energy guns, and fewer materials are needed. You can then sell these prized items to vendors or friends, or seek out energy weapon specializations (like Perception perks Commando and Rifleman for rifles, the Agility perks Guerrilla and Gunslinger for pistols and Strength for heavy guns) to further augment your crafted weapons . Don’t forget the energy ammunition; pick the Strength perk Batteries Included and the Agility perk Ammosmith. Note that a ranking in Science is required to construct the more powerful turrets and traps in your camp and workshop building menu; along with the Agility perk Home Defense, expect to build laser turrets , tesla arcs, and radiation emitters with appropriate ranks of Science.
Scrapper
Rarity: Uncommon
Level: 13
Ranks:
Points: 1
Description: Obtain more components when you scrap weapons and armor.
Advice: When you return to an Armor, Power Armor , or Weapons Workbench after a good old-fashioned scavenger hunt, you can turn all your junk into base components. But don’t forget to scrap any unwanted armor and weapons too! There is a chance you’ll unlock a craftable version of the item (including mods!), but you receive several components to use in crafting items you really want to utilize or sell. With this perk, those components are greatly increased. Need more components for your weapon, armor, and Power Armor creations? Then employ this perk! Also, if you’re lucky enough to acquire a copy of Guns and Bullets #5 Magazine, use it with this perk for an absolute pile of helpful scrap!
Stabilized
Rarity: Rare
Level: 36
Ranks:
Points: 1, 2, 3, 4
Description: In Power Armor , heavy guns gain more/even more/much better/excellent accuracy and ignore 10/20/30/40% armor.
Advice: One aspect of brandishing a minigun, missile launcher, or other weighty weapon is that getting pinpoint accuracy is somewhat tricky. While this perk doesn’t give you the accuracy of a sniper rifle, it does offer some excellent stability to your aiming and gives any heavy gun some armor-piercing bonuses, all with the stipulation that you must be wearing Power Armor at the same time. This is another excellent buff-adding perk to a specific type of weapon and should be further augmented by picking perks that help your Power Armor and Heavy Guns abilities. For Power Armor improvements, check any of the Power Intelligence perks. For more Heavy Guns improvements, add the Strength perks Bear Arms, Bullet Shield, Heavy Gunner, Lock and Load, and the Lurk perk One Gun Army.
Weapon Artisan
Rarity: Common
Level: 40
Ranks:
Points: 1, 2, 3
Description: You can repair any weapon to 130%/160%/200% of normal maximum condition.
Advice: This is the perk to obtain before you can train yourself to the pinnacle of weapon workmanship! While at a Weapons Workbench, you can double (at Rank 3) the maximum condition of any weapon you like. Remember, this doesn’t just apply to guns; any melee, energy, heavy gun, or other offensive object gets a boost to condition, giving you much longer to utilize the weapon before repairs are needed. Naturally, using this in tandem with other Weapon Workbench perks allows the creation of an exceptional arsenal: Look at partnering with the Intelligence perk Exotic Weapons /Science Rank 3; Gunsmith/Licensed Plumber/Makeshift Warrior; and the Luck perk Super Duper.
Wrecking Ball
Rarity: Common
Level: 29
Ranks:
Points: 1, 2, 3
Description: You deal +40%/80%/120% damage to workshop objects.
Advice: Has a rival band of humans taken over a high-yielding workshop, perhaps one that you and your team once owned? Or do you just want to wander into a rival workshop without any provocation and start destroying stuff? Then employ the Wrecking Ball perk to ensure your workshop-decimation skills are top-notch! Inflicting almost double damage (Rank 3) on any workshop object? This enables you to snipe turrets from range; blow up defenses with explosives; take a melee weapon to walls, vending machines, and other key objects in an opponent’s base; and destroy them in record time! Remember, the damage stacks along with all the weapon bonuses you should be employing too!Also think about augmenting this already-impressive perk with another workshop-related Charisma perk, such as Happy Camper; it doesn’t have to be your workshop that you’re in!