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FALLOUT 3 Comprehensive Guide
FAQ/Walkthrough
Author: ShadowsDieAway
Mike Merin
Email: TeamObsessed at hotmail dot com
(if you want to email me, replace at with @ and dot with .
this is so bots do not send me any unwanted emails)
Website: www.RBFgaming.com
Would you kindly visit our site
FAQ first posted on 10/31/08
Updates:
11/01/08: Radio Stations, Behemoths Locations added
11/02/08: Zones added
================================================================================
This is a list of just about everything useful in the Fallout 3 universe.
It includes collectibles, weapons, armor, statistics, perks, followers,
basically everything you need to help you survive the Wasteland.
********READ FIRST********
For the collectibles and the unique items, the format of those sections contain:
the Type, Zone, Latitude/Longitude, Location, and Specifics about the location.
On the map, there is a latitude and longitude, and the way the map is set up:
if you look on the edges on the map, there are 51 ticks on each end, going from
-30 to 20 for the Latitude, and -20 to 30 for the Longitude.
For each location, there is a specific zone number that goes along with the
location's name, which is located on Fallout's official maps, however, I think
that finding the lat/lon is easier since you can calculate where you are and
what direction you need to go. Please use my map to pinpoint the locations.
To find a certain section you want, just search for the Roman Numeral in the
brackets. As an example, for the Vault-Tec Bobbleheads, search: [4.V]
Please use the zones secion (part 5) in tandem with my Fallout 3 map.
================================================================================
Table of Contents:
Part 1: Skills, Stats, Perks, Karma, and Experience
[1.I] Skill names and attributes
[1.II] Leveling Charts and Perks
[1.III] Attributes, Perks and Skills Explanations
[1.IV] Quest-Related Perks
[1.V] What Karma Does
[1.VI] Experience Points and Leveling Up with Karma
[1.VII] Gaining Experience Points
Part 2: Followers and Enemies
[2.I] The Followers
[2.II] Bestiary
[2.III] Super Mutant Behemoths
Part 3: Weapons, Armor and Items
[3.I] Checklist
[3.II] Weapons
[3.III] Clothing
[3.IV] Items, Alcohol and Chems
[3.V] Unique Items
Part 4: Collectibles
[4.I] Fat Men
[4.II] Fat Man: Mini-Nukes
[4.III] Holotapes: Keller and The Replicated Man
[4.IV] Schematics for Custom Weapons
[4.V] Vault-Tec Bobbleheads
[4.VI] Radio Stations
Part 5: Zones
[5.I] The Zones and Their Locations
================================================================================
Part 1: Skills, Stats, Perks, Karma, and Experience
--------------------------------------------------------------------------------
In Fallout, there are 7 types of skills you can level up in the game, along with
what abilities come with each upgrade. Every skill has 10 levels, and with each
level comes a different modifier to your base abilities. Also, leveling up
certain skills to different levels gains you certain perks. It is called the
"Special" system.
Strength
Perception
Endurance All spell out:
Charisma S.P.E.C.I.A.L.
Intelligence
Agility
Luck
I also included what role Karma has in the Fallout world and how it affects
yourself and the people around you, as well as how to level up to get the perks.
================================================================================
[1.I] Skill Names and Attributes
--------------------------------------------------------------------------------
Skill Name Attribute Affected Skills Modified
1. Agility Action Points Small Guns, Sneak
2. Charisma Disposition Barter, Speech
3. Endurance Health, Resistances Big Guns, Unarmed
4. Intelligence Skill Points per Level Medicine, Repair, Science
5, Luck Critical Chance All Skills
6. Perception Compass Markers Energy Weapons, Explosives, Lockpick
7. Strength Carry Weight Melee Weapons
================================================================================
[1.II] Leveling Charts and Perks
--------------------------------------------------------------------------------
These charts will have the abilities and attributes gained at each level, and
for the perk charts, they will label each perk gained, along with what your
minimum level of your character as well as the minimum level of the specific
skill needed to gain that ability.
--------------------------------------------------------------------------------
Agility - A measure of your quickness and dexterity. Agility affects
your total number of Action Points, which are used to
perform specialized combat actions in V.A.T.S mode (use AP
to attack enemies until your AP run out).
--------------------------------------------------------------------------------
Abilities affected: Small Guns, Sneak
Level Action Points Skill Modifiers (%)
1 67 Small Guns +2, Sneak +2
2 69 Small Guns +4, Sneak +4
3 71 Small Guns +6, Sneak +6
4 73 Small Guns +8, Sneak +8
5 75 Small Guns +10, Sneak +10
6 77 Small Guns +12, Sneak +12
7 79 Small Guns +14, Sneak +14
8 81 Small Guns +16, Sneak +16
9 83 Small Guns +18, Sneak +18
10 85 Small Guns +20, Sneak +20
Perks Minimum Agility Needed Level Available
Gun Nut 4 2
Thief 4 2
Silent Running 6 12
Sniper 6 12
Light Step 6 14
Action Boy 6 16
--------------------------------------------------------------------------------
Charisma - Your overall attractiveness and likeability. Having a high
Charisma will improve people's disposition toward you,
although it can't overcome a particularly high or low Karma.
--------------------------------------------------------------------------------
Abilities affected: Barter, Speech, Disposition
Level Skill Modifiers (%)
1 Barter +2, Speech +2
2 Barter +4, Speech +4
3 Barter +6, Speech +6
4 Barter +8, Speech +8
5 Barter +10, Speech +10
6 Barter +12, Speech +12
7 Barter +14, Speech +14
8 Barter +16, Speech +16
9 Barter +18, Speech +18
10 Barter +20, Speech +20
Perks Minimum Charisma Needed Level Available
Scoundrel 4 4
Child at Heart 4 4
Impartial Meditation 5 8
Animal Friend 6 10
Master Trader 6 14
--------------------------------------------------------------------------------
Endurance - Your health and overall physical fitness. The higher your
Endurance, the better your Health, Poison Resistance and
Radiation Resistance are.
--------------------------------------------------------------------------------
Abilities affected: Poison Resistance, Radiation Resistance, Big Guns, Unarmed
Level Initial Health Skill Modifiers (%)
1 120 Big Guns +2, Unarmed +2, PR 0, RR 0
2 140 Big Guns +4, Unarmed +4, PR 5%, RR 2%
3 160 Big Guns +6, Unarmed +6, PR 10%, RR 4%
4 180 Big Guns +8, Unarmed +8, PR 15%, RR 6%
5 200 Big Guns +10, Unarmed +10, PR 20%, RR 8%
6 220 Big Guns +12, Unarmed +12, PR 25%, RR 10%
7 240 Big Guns +14, Unarmed +14, PR 30%, RR 12%
8 260 Big Guns +16, Unarmed +16, PR 35%, RR 14%
9 280 Big Guns +18, Unarmed +18, PR 40%, RR 16%
10 300 Big Guns +20, Unarmed +20, PR 45%, RR 18%
Perks Minimum Endurance Needed Level Available
Toughness 5 6
Lead Belly 5 6
Strong Back 5 8
Bad Resistance 5 8
Size Matters 5 8
Life Giver 6 12
Solar Powered 7 20
--------------------------------------------------------------------------------
Intelligence - Measures your basic intellect, curiosity in the world,
and adeptness at critical thinking. The higher your
Intelligence, the more skill points you can distribute
when you level up.
*note* this is the skill you should level up first if you want big bonuses later
--------------------------------------------------------------------------------
Abilities affected: Medicine, Repair, Science, Skill Points per Level Up
Level Skill Points Skill Modifiers (%)
1 11 Medicine +2, Repair +2, Science +2
2 12 Medicine +4, Repair +4, Science +4
3 13 Medicine +6, Repair +6, Science +6
4 14 Medicine +8, Repair +8, Science +8
5 15 Medicine +10, Repair +10, Science +10
6 16 Medicine +12, Repair +12, Science +12
7 17 Medicine +14, Repair +14, Science +14
8 18 Medicine +16, Repair +16, Science +16
9 19 Medicine +18, Repair +18, Science +18
10 20 Medicine +20, Repair +20, Science +20
Perks Minimum Intelligence Needed Level Available
Swift Learner 4 2
Gun Nut 4 2
Daddy's Boy 4 2
Educated 4 4
Entomologist 4 4
Comprehension 4 4
Nerd Rage! 5 10
Computer Whiz 7 18
--------------------------------------------------------------------------------
Luck - Affects every other skill; raising your Luck raises all of your
skill values by a small amount. Having a high Luck will also
improve your chance of a critical hit.
--------------------------------------------------------------------------------
Abilities affected: Critical Hit Chance
Level Skill Modifiers (%)
1 Critical 1%, All Skills +1
2 Critical 2%, All Skills +1
3 Critical 3%, All Skills +2
4 Critical 4%, All Skills +2
5 Critical 5%, All Skills +3
6 Critical 6%, All Skills +3
7 Critical 7%, All Skills +4
8 Critical 8%, All Skills +4
9 Critical 9%, All Skills +5
10 Critical 10%, All Skills +5
Perks Minimum Luck Needed Level Available
Fortune Finder 5 6
Scrounger 5 8
Finesse 6 10
Mysterious Stranger 6 10
Better Criticals 6 16
--------------------------------------------------------------------------------
Perception - Determines how well you use your five senses, and also
pertains to an almost superhuman "sixth sense." The higher
your Perception, the sooner the compass markings appear
on your compass to indicate a threat.
--------------------------------------------------------------------------------
Abilities affected: Detecting Enemies, Energy Weapons, Explosives, Lockpicking
Level Skill Modifiers (%)
1 Energy Weapons +2, Explosives +2, Lockpick +2
2 Energy Weapons +4, Explosives +4, Lockpick +4
3 Energy Weapons +6, Explosives +6, Lockpick +6
4 Energy Weapons +8, Explosives +8, Lockpick +8
5 Energy Weapons +10, Explosives +10, Lockpick +10
6 Energy Weapons +12, Explosives +12, Lockpick +12
7 Energy Weapons +14, Explosives +14, Lockpick +14
8 Energy Weapons +16, Explosives +16, Lockpick +16
9 Energy Weapons +18, Explosives +18, Lockpick +18
10 Energy Weapons +20, Explosives +20, Lockpick +20
Perks Minimum Perception Needed Level Available
Thief 4 2
Sniper 6 12
Light Step 6 14
Contract Killer 6 14
Lawbringer 6 14
Better Criticals 6 16
Infiltrator 7 18
--------------------------------------------------------------------------------
Strength - A measure of your raw physical strength. It determines how
much you can carry, and the extra damage done in unarmed
combat.
--------------------------------------------------------------------------------
Abilities affected: Melee Weapons, Carry Weight
Level Carry Weight (LBS) Melee Damage (HP) Skill Modifiers (%)
1 160 0.5 Melee Weapons +2
2 170 1 Melee Weapons +4
3 180 1.5 Melee Weapons +6
4 190 2 Melee Weapons +8
5 200 2.5 Melee Weapons +10
6 210 3 Melee Weapons +12
7 220 3.5 Melee Weapons +14
8 230 4 Melee Weapons +16
9 240 4.5 Melee Weapons +18
10 250 5 Melee Weapons +20
Perks Minimum Strength Needed Level Available
Little Leaguer 4 2
Iron Fist 4 4
Strong Back 5 8
================================================================================
[1.III] Attributes, Perks and Skills Explanations
--------------------------------------------------------------------------------
Here's the perks list, in order of what level your character has to be in order
to gain the perk. Certain perks have multiple ranks, which you can level up.
--------------------------------------------------------------------------------
Level 2 Perks
Intense Training
Ranks: 10
Requirements: none
A great perk if there's no other perk that you like, since you can put a
single point into any of your S.P.E.C.I.A.L. abilities. Use this to buff
a certain stat or balance them out. It's also good if you're just short
of a requirement for getting another perk (your endurance is 5 but you
need 6 for the Life Giver perk).
Black Widow/Lady Killer
Ranks: 1
Requirements: none
BW is for female players, LK is for male players. Inflicts an extra 10%
damage to all NPCs of the opposite gender and gains access to special
dialog options with them.
Daddy's Boy/Daddy's Girl
Ranks: 3
Requirements: Intelligence 4+
Gain an additional 5% to both Science and Medicine skills.
Rank 1: +5 Science skill increase, +5 Medicine skill increase
Rank 2: +10 Science skill increase, +10 Medicine skill increase
Rank 3: +15 Science skill increase, +15 Medicine skill increase
Gun Nut
Ranks: 3
Requirements: Agility 4+, Intelligence 4+
Gain an additional 5% to both Small Guns and Repair skills.
Rank 1: +5 Small Guns skill increase, +5 Repair skill increase
Rank 2: +10 Small Guns skill increase, +10 Repair skill increase
Rank 3: +15 Small Guns skill increase, +15 Repair skill increase
Little Leaguer
Ranks: 3
Requirements: Strength 4+
Gain an additional 5% to both Melee and Explosives skills.
Rank 1: +5 Melee skill increase, +5 Explosives skill increase
Rank 2: +10 Melee skill increase, +10 Explosives skill increase
Rank 3: +15 Melee skill increase, +15 Explosives skill increase
Swift Learner
Ranks: 3
Requirements: Intelligence 4+
Gain an additional 10% experience points whenever they are earned.
Rank 1: Experience +10%
Rank 2: Experience +20%
Rank 3: Experience +30%
Thief
Ranks: 3
Requirements: Agility 4+, Perception 4+
Gain a one-time bonus of 5% bonus to the Sneak and Lockpick skills.
Rank 1: +5 Sneak skill increase, +5 Lockpick skill increase
Rank 2: +10 Sneak skill increase, +10 Lockpick skill increase
Rank 3: +15 Sneak skill increase, +15 Lockpick skill increase
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level 4 Perks
Child at Heart
Ranks: 1
Requirements: Charisma 4+
More likely to receive a friendly greeting when dealing with children,
and opens more dialogue options when dealing with them.
Comprehension
Ranks: 1
Requirements: Intelligence 4+
Gain one additional Skill point bonus when reading Skill Books. There are
324 total books, a possible of 648 skill points rather than 324, a must
have. There are 13 different skills, with 25 books for each skill (with
the exception of Barter that has 24 books).
Educated
Ranks: 1
Requirements: Intelligence 4+
Gain +3 more skill points every time you advance in level (you should take
this at Level 4).
Entomologist
Ranks: 1
Requirements: Intelligence 4+, Science 40+
Inflict an additional 50% damage every time you attack an insect.
Iron Fist
Ranks: 3
Requirements: Strength 4+
Inflict an additional 5 points of Unarmed damage.
Rank 1: +5 Unarmed damage
Rank 2: +10 Unarmed damage
Rank 3: +15 Unarmed damage
Scoundrel
Ranks: 3
Requirements: Charisma 4+
Gain an additional 5% to both Speech and Barter skills.
Rank 1: +5 Speech skill increase, +5 Barter skill increase
Rank 2: +10 Speech skill increase, +10 Barter skill increase
Rank 3: +15 Speech skill increase, +15 Barter skill increase
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level 6 Perks
Bloody Mess
Ranks: 1
Requirements: none
Inflict an extra 5% damage with any weapon to any opponent, and explode
them spectacularly upon death.
Demolition Expert
Ranks: 3
Requirements: Explosives 50+
Mines, Grenades and Missile Launcher inflicts +20% damage
Rank 1: +20% damage
Rank 2: +40% damage
Rank 3: +60% damage
Fortune Finder
Ranks: 1
Requirements: Luck 5+
Gain a keen sense of locating Nuka-Cola Caps.
Gunslinger
Ranks: 1
Requirements: None
Gain a 25% better chance to hit in V.A.T.S. with any one-handed ranged
weapon.
Lead Belly
Ranks: 1
Requirements: Endurance 5+
Take 50% less radiation poisoning when drinking from an irradiated water
source.
Toughness
Ranks: 1
Requirements: Endurance 5+
Gain +10 to overall Damage Resistance (max of 85).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level 8 Perks
Commando
Ranks: 1
Requirements: none
Gain a 25% better chance to hit in V.A.T.S. with any rifle.
Impartial Meditation
Ranks: 1
Requirements: Charisma 5+
Gain an extra 30% to Speech as long as you maintain a neutral Karma.
Rad Resistance
Ranks: 1
Requirements: Endurance 5+
Gain an extra 25% to Radiation Resistance.
Scrounger
Ranks: 1
Requirements: Luck 5+
Grants more access to ammunition from safes, desks, cabinets, etc.
Size Matters
Ranks: 3
Requirements: Endurance 5+
Gain +15 to the Big Guns skill.
Rank 1: Big Guns +15
Rank 2: Big Guns +30
Rank 3: Big Guns +45
Strong Back
Ranks: 1
Requirements: Strength 5+, Endurance 5+
Carry 50 more pounds of equipment.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level 10 Perks
Animal Friend
Ranks: 2
Requirements: Charisma 6+
Never have to worry about being attacked by an animal.
Rank 1: Animals won't attack unless provoked
Rank 2: Animals attack your non-animal enemies.
Finesse
Ranks: 1
Requirements: Luck 6+
Have a higher chance to score a critical hit in combat by 5%.
Here and Now
Ranks: 1
Requirements: none
Grants you an additional experience level.
Mister Sandman
Ranks: 1
Requirements: Sneak 60+
Can instantly kill any adult human you encounter while they're sleeping.
Mysterious Stranger
Ranks: 1
Requirements: Luck 6+
During V.A.T.S. a mysterious stranger sometimes appears and kills an
opponent. If the opponent has less than 150 points of health, there is
a 10% chance that the mysterious stranger will show up and finish him off.
Nerd Rage!
Ranks: 1
Requirements: Intelligence 5+, Science 50+
When your health drops to 20% or less, your Strength is raised to 10, and
you gain +50 to Damage Resistance.
Night Person
Ranks: 1
Requirements: none
Gain +2 to Intelligence and +2 to Perception when the sun is down, which
is between 6PM and 6AM in the game (use the Pip-Boy's Clock for the time).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level 12 Perks
Cannibal
Ranks: 1
Requirements: none
Can feed on corpses to regain health (must be Sneaking to do so). However,
every time you feed, you lose Karma. For each corpse: Health +25, Karma -1
Fast Metabolism
Ranks: 1
Requirements: none
Receive 20% more healing when using a Stimpak.
Life Giver
Ranks: 1
Requirements: Endurance 6+
Gain an additional 30 Health.
Pyromaniac
Ranks: 1
Requirements: Explosives 60+
Inflict 50% more damage with fire-based weapons.
Robotics Expert
Ranks: 1
Requirements: Science 50+
Gain 25% damage against any robot. Also, if you Sneak up on a robot, you
can permanently shut down that robot.
Silent Running
Ranks: 1
Requirements: Agility 6+, Sneak 50+
Speed no longer factors into a successful Sneak attempt. You also gain
+10% to Sneak.
Sniper
Ranks: 1
Requirements: Perception 6+, Agility 6+
Increases your chance of getting a headshot by 25% in V.A.T.S. mode.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level 14 Perks
Adamantium Skeleton
Ranks: 1
Requirements: none
Your limbs receive only 50% of the damage they normally would.
Chemist
Ranks: 1
Requirements: Medicine 60%+
Any Chems you take last twice as long.
Contract Killer
Ranks: 1
Requirements: none
You can loot an ear from the corpse of any good character, and sell it
to an "evil" vendor for Caps (5 Caps per ear).
Cyborg
Ranks: 1
Requirements: Science 60%+, Medicine 60%+
Instantly adds +10% to Damage Resistance, Poison Resistance, Radiation
Resistance, and the Energy Weapons skill.
Lawbringer
Ranks: 1
Requirements: none
Can loot a finger from the corpse of any defeated evil character and
sell it to a "good" vendor for Caps (5 Caps per finger).
Light Step
Ranks: 1
Requirements: Agility 6+, Perception 6+
Never set off enemy Mines or Traps.
Master Trader
Ranks: 1
Requirements: Charisma 6+, Barter 60+
Prices of all bought items from vendors are reduced by 25%.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level 16 Perks
Action Boy/Action Girl
Ranks: 1
Requirements: Agility 6+
Gain an additional 25 Action Points that can be used in V.A.T.S.
Better Criticals
Ranks: 1
Requirements: Perception 6+, Luck 6+
Critical hits do 50% more damage.
Chem Resistant
Ranks: 1
Requirements: Medicine 60+
You are 50% less likely to get addicted to Chems.
Tag!
Ranks: 1
Requirements: none
Allows you to select a fourth skill to be a "Tag skill", which instantly
raises it by 15 points.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level 18 Perks
Computer Whiz
Ranks: 1
Requirements: Intelligence 7+, Science 70%+
Receive a special bonus whenever hacking a computer. If you are locked
out of a computer, you can attempt to hack it one more time.
Concentrated Fire
Ranks: 1
Requirements: Small Guns 60+, Energy Weapons 60+
Gain an automatic +5% chance to hit a body part, and when that body part
is targeted again, your hit chances are further increased.
Targeting 1st time: normal %
Targeting 2nd time: +5%
Targeting 3rd time: +10% etc.
Infiltrator
Ranks: 1
Requirements: Perception 7+, Lockpick 70+
Gain a special bonus whenever you pick a lock. If a lock is broken, and
can't normally be picked again, you can attempt to pick it one more time.
Paralyzing Palm
Ranks: 1
Requirements: Unarmed 70+
Can access a special unarmed V.A.T.S. palm strike, which paralyzes the
opponent for 30 seconds. Must be completely unarmed to perform, but can
have Brass Knuckles or a Deathclaw equipped. Note: equipping yourself
after the palm strike does not un-paralyze them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level 20 Perks
Explorer
Ranks: 1
Requirements: none
Every Primary Location on your World Map is revealed, and you can Fast
Travel to it.
Ninja
Ranks: 1
Requirements: Sneak 80+, Melee Weapons 80+
When attacking with either Melee or Unarmed, you gain a +15% critical
chance on every strike, and criticals do 25% more damage than normal.
Grim Reaper's Sprint
Ranks: 1
Requirements: none
Slaying a target in V.A.T.S. mode restores all your Action Points when
you exit.
Solar Powered
Ranks: 1
Requirements: Endurance +7
Gain an additional 2 points of strength when in direct sunlight, and you
slowly regain Health.
================================================================================
[1.IV] Quest-Related Perks
--------------------------------------------------------------------------------
This is a list of all perks gained once you've succeeded or failed in a quest.
The format looks like this:
----------------------------
Perk Name: Quest Title
Requirements
Explanation
----------------------------
*note* All these have 1 rank.
================================================================================
Main Quests:
Power Armor Training: Picking up the Trail
Learn the subtleties of Power Armor maneuvering from Paladin Gunny at the
Citadel.
You are now skilled in Power Armor, and can wear the following Armor
types: Outcast Power Armor, Brotherhood Recon Armor, Brotherhood Power
Armor, Enclave Power Armor, Tesla Armor, and any unique variants of these
items.
Miscellaneous Quests:
Dream Crusher: The Wasteland Survival Guide
Convince Moira Brown to stop writing her survival guide
No high-minded ideal or frivolous dream can stand before your cold,
unfeeling logic. The road to Hell may be paved with good intentions, but
the express lane is paved with ruthless efficiency.
-Enemy attackers' critical hit chances are reduced by 50%
-You get a 30% discount on Moira's trade items.
Rad Limb Healing: The Wasteland Survival Guide
Achieve critical rad poisoning during one of your research chapter field
studies.
Something Moira did during the operation changed you. When suffering from
advanced radiation poisoning (600+), crippled limbs automatically
regenerate.
Junior Survivor: The Wasteland Survival Guide
Complete fewer than 5 bonus objectives in this quest. Answer Moira's
questions in one of five different ways to obtain one of the five different
variants to this perk. You gain +2% Poison Resistance and +2% Radiation
Resistance in every answer, and extra for these answers:
Standard: +5 Health
Smart: +2 Medicine, +2 Science
Tough: +2 Damage Resistance
Sly: +2 Sneak, +2 Speech
Snide: +1% Critical Chance
Survivor Expert: The Wasteland Survival Guide
Complete between 5 and 8 bonus objectives in this quest. Answer Moira's
questions in one of five different ways to obtain one of the five different
variants to this perk. You gain +4% Poison Resistance and +4% Radiation
Resistance in every answer, and extra for these answers:
Standard: +10 Health
Smart: +4 Medicine, +4 Science
Tough: +4 Damage Resistance
Sly: +4 Sneak, +4 Speech
Snide: +2% Critical Chance
Survivor Guru: The Wasteland Survival Guide
Complete 9 or more bonus objectives in this quest. Answer Moira's questions
in one of five different ways to obtain one of the five different variants
to this perk. You gain +6% Poison Resistance and +6% Radiation Resistance
in every answer, and extra for these answers:
Standard: +15 Health
Smart: +6 Medicine, +6 Science
Tough: +6 Damage Resistance
Sly: +6 Sneak, +6 Speech
Snide: +3% Critical Chance
Ant Might: Those!
Choose this from Doctor Lesko upon successful completion of this quest.
Your body has been genetically enhanced with the strength and flame
resistance of the Grayditch Fire Ants! Your Strength has increased by
1 and you are now 25% resistant to fire.
Ant Sight: Those!
Choose this from Doctor Lesko upon successful completion of this quest.
Your body has been genetically enhanced with the perception and flame
resistance of the Grayditch Fire Ants! Your Perception has increased
by 1 and you are now 25% resistant to fire.
Wired Reflexes: The Replicated Man
Rewarded by Doctor Zimmer for siding with him during this quest.
Advanced technology from the Commonwealth has increased your reaction
speed, giving you a higher chance to hit in a V.A.T.S. Your chance to hit
is now 10% higher.
Hematophagy: Blood Ties
Learn the ways of the Family under the tutelage of Vance.
Allows you to regain 20 Health (instead of 1) by consuming Blood Packs.
Barkskin: Oasis
Shoot an exposed heart in an underground cavern so it sprays on you.
You've been infected by Harold's strain of F.E.V. and your skin is now as
hard as a tree bark. Your Damage Resistance is now +10 and Endurance is +1
================================================================================
[1.V] What Karma Does
--------------------------------------------------------------------------------
Karma does four things to you:
1. Modifies the reactions and dialogue options of certain individuals you meet.
2. Determines what locations you can access.
3. If you are either Very Good or Very Evil, you can be attacked by enemies
that are on the opposite side of the Karma spectrum.
4. Determines the type of ending you receive.
There are achievements for reaching level 8, 14, and 20 with either Good,
Neutral or Evil Karma, AKA you must do three playthroughs to get all of them.
Now that necessarily isn't a bad thing as there's so much to do in this
universe and the game changes completely depending on your Karma, especially the
type of ending you receive.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
What happens when you have Evil Karma (-250 Karma or less):
Have access to Paradise Falls and its services
Have the ability to hire two evil followers: Jericho and Clover
Easier Speech with evil characters
General characters you talk to may react to you during conversations.
What happens when you have Neutral Karma (-250 to +250):
Have the ability to hire two neutral followers: Butch and Sergeant RL-3
Raiders will always attack you
Will never be attacked by a "good" or "evil" hit squad
What happens when you have Good Karma (+250 Karma or more):
Have the ability to hire two good followers: Fawkes and Star Paladin Cross
More difficult Speech with evil characters
General characters you talk to may react to you during conversations.
Raiders will always attack you
Have access to gifts given by good characters (Caps, Ammo, Food, etc.)
As for what the Karma Values are:
-1000 to -750 Very Evil
-749 to -250 Evil
-249 to +249 Neutral
+250 to +749 Good
+750 to +1000 Very Good
You begin with 0 Karma; -1,000 is "True Evil" and +1,000 is "Absolute Saint"
You can't check your Karma values, but can only see what it is by your "title,"
which you can check in section [VI] Experience Points and Leveling Up with
Karma. As for what actually effects your Karma:
Negative Karma Effect:
-5 - Stealing from a Neutral or Good character (per item)
-25 - Murdering a Neutral or Good creature
-50 - Performing an evil action in a Freeform Quest
-100 - Murdering a Neutral or Good character
Neutral Karma Effect:
0 - Killing an Evil character/creature
Positive Karma Effect:
+"x" - Donating Caps to any church, where the more you donate, the better Karma
+50 - Performing a good action in a Freeform Quest
+100 - Killing a Very Evil character/creature
================================================================================
[1.VI] Experience Points and Leveling Up with Karma
--------------------------------------------------------------------------------
Here's the characters titles for each level.
--------------------------------------------------------------------------------
|Lvl | XP | Evil Karma | Neutral Karma | Good Karma |
|------------------------------------------------------------------------------|
| 1 | 0 | Vault Delinquent | Vault Dweller | Vault Guardian |
| 2 | 200 | Vault Outlaw | Vault Renegade | Vault Martyr |
| 3 | 550 | Opportunist | Seeker | Sentinel |
| 4 | 1050 | Plunderer | Wanderer | Defender |
| 5 | 1700 | Fat Cat | Citizen | Dignitary |
| 6 | 2500 | Marauder | Adventurer | Peacekeeper |
| 7 | 3450 | Pirate | Vagabond | Ranger |
| 8 | 4550 | Reaver | Mercenary | Protector |
| 9 | 5800 | Urban Invader | Urban Ranger | Urban Avenger |
| 10 | 7200 | Ne'er-do-well | Observer | Exemplar |
| 11 | 8750 | Capital Crimelord | Capital Councilor | Capital Crusader |
| 12 | 10450 | Defiler | Keeper | Paladin |
| 13 | 12300 | Vault Boogeyman | Vault Descendant | Vault Legend |
| 14 | 14300 | Harbinger of War | Pinnacle of Survival | Ambasador of Peace |
| 15 | 16450 | Urban Superstition | Urban Myth | Urban Legend |
| 16 | 18750 | Villain | Strider | Hero |
| 17 | 21200 | Fiend | Beholder | Paragon |
| 18 | 23800 | Wasteland Destroyer | Wasteland Watcher | Wasteland Savior |
| 19 | 26550 | Evil Incarnate | Super-Human | Saint |
| 20 | 29450 | Scourge of Humanity | Paradigm of Humanity | Last, Best Hope |
--------------------------------------------------------------------------------
Again, when you reach levels 8, 14, and 20 with a certain Karma type, you'll get
an achievement based on what that is (the achievement name is also your title).
================================================================================
[1.VII] Gaining Experience Points
--------------------------------------------------------------------------------
When you gain XP, it will appear on your HUD, and you may view your total XP
in your Pip-Boy screen. You can go from level 1 to level 20. Here are the things
you can do to get XP:
Completing Main Quests
Completing Miscellaneous Quests
Completing Freeform Quests
Locating Map Markers
Killing enemies and NPCs
Picking Locks
Hacking Computers
Completing a Speech Challenge
Going through them all: there are 17 Miscellaneous Quests, and you'll gain
around 300 XP from each for a total of 5,100 XP. From the Main quests, you'll
gain a total of 7,700 XP with this rundown:
-----------------------------------------
| Quest | XP Given|
-----------------------------------------
| Baby Steps | 0 |
| Growing Up Fast | 0 |
| Future Imperfect | 0 |
| Escape! | 300 |
| Following in His Footsteps | 200 |
| Galaxy News Radio | 400 |
| Scientific Pursuits | 500 |
| Tranquility Lane | 600 |
| The Waters of Life | 700 |
| Picking up the Trail | 800 |
| Rescue from Paradise | 900 |
| Finding the Garden of Eden | 1,000 |
| The American Dream | 1,100 |
| Take It Back! | 1,200 |
-----------------------------------------
These are the Miscellaneous Quests (300 XP each upon completion):
Agatha's Song
Big Trouble in Big Town
Blood Ties
Head of State
Oasis
Reilly's Rangers
Stealing Independence
Strictly Business
Tenpenny Tower
The Nuka-Cola Challenge
The Power of the Atom
The Replicated Man
The Superhuman Gambit
The Wasteland Survival Guide
Those!
Trouble on the Homefront
You Gotta Shoot 'Em in the Head
With Freeform Quests, you gain a very small amount of XP, and most likely will
gain that same amount of XP by killing a few enemies.
Locating Map Markers hooks you 10 XP per location, which tallies up very well.
Killing enemies nets you from 1 XP up to 50 XP per normal enemy. As for picking
Locks, hacking Computers, and completing Speech Challenges:
--------------------------
| Action Difficulty | XP |
--------------------------
| Very Easy | 0 |
| Easy | 10 |
| Average | 20 |
| Hard | 30 |
| Very Hard | 50 |
--------------------------
This also applies for enemies, with Very Easy enemies gaining 1XP rather than 0.
There are also experience point bonuses, such as:
Higher Difficulty Bonus
Well-Rested Bonus
Swift Learner Bonus
Setting the game to a higher difficulty gives you more XP for how hard the game
gets, which is a multiple of a certain amount per base XP. The Well-Rested bonus
gives you +10% XP for 12 hours after you sleep in a bed. And finally, the Swift
Learner perk gives you a permanent 10% XP increase (20% and 30% if you level up
the perk).
================================================================================
Part 2: Followers and Enemies
--------------------------------------------------------------------------------
In the Fallout world, you'll come across a slew of characters, friends and foes,
good and evil, and any mix of any type. In this part, you'll find those who will
follow you around, those you will fight, and where you'll find five of the
biggest enemies to take on.
================================================================================
[2.I] The Followers
--------------------------------------------------------------------------------
There are 8 total followers that have the potential to, well, follow you. They
act as your bodyguard, support you, help you in fights, scavenge for items, and
can use your weapons/armor/items to help you out. Basically, they have some very
good uses and can help you get through the game easier. You can have one
follower at a time, so if you hire a second follower, the other one will leave.
There are 6 followers that follow you based on your Karma (2 for Evil, 2 for
Neutral, and 2 for Good), one follower for buying his contract, and another
follower for finding "him" (you'll see).
[2.I.a] The Followers
[2.I.b] What to do to get them
[2.I.c] Special tricks you can use them for
--------------------------------------------------------------------------------
[2.I.a] The Followers
Evil Followers:
Jericho
He's a Raider, and a combat veteran, who mopes around Megaton whining about
the "good 'ol days of killing." He also likes the lightly threaten the patrons
of Moriarty's Saloon. He's a good help in combat and will work well with you
when you decide to take people out for fun.
Clover
She's a near-brainwashed companion of Eulogy Jones. For those who have seen
Firefly know exactly what companion means in this type of universe. She
resides in Paradise Falls, which means you must be evil to even see what she
looks like. She'll do anything for you, including helping you get past any
threat, and fighting for your cause.
Neutral Followers:
Butch
That's right, the snot-nosed kid that you grew up with in Vault 101 gets to
give you the name of "Butch" in a sense. Mr. Serpent King of the Tunnel
Snakes himself will join up with you and for once, fight side by side with
you for a change rather than just cause trouble.
Sergeant RL-3
He looks a lot like Andy the robot from Vault 101, with the exception that
RL-3 is a combat marvel. He's a soldier who, though is a robot, has some
conscience and because of that, will do what you want only if you're neither
good nor evil.
Good Followers:
Fawkes
He's your typical Mr. Giant: a towering guy with muscles galore and a presence
that might make people run away, but in reality he's a very nice guy to be
around. That, and when you're in battle, his giant hammer does the talking,
but you know, that's just on the side. He's a super-mutant, and despite his
cherub-like demeanor, he likes destruction quite a bit, and will love any
chance to destroy your enemies.
Star Paladin Cross
She's a Citadel warrior who only sides with Good and those who believe in
doing things in the name of justice. She's an old family friend who is a
goddess in combat. As long as you keep your honor, she will fight with you.
Other Followers:
Charon
Not your normal follower as you are human and he... isn't. He's a Ghoul whose
name is signed on a contract with someone in the Underworld, which is ironic
since Charon is the name of the mythical Ferryman of Souls for Hades. Once
you get him, he can be your best chance for taking on enemies as he'll fight
for you no matter what your Karma is. Oh, and there's also the fact that he
seems to be an all-around killing machine that will finish the job at all
costs.
Dogmeat
As with Charon, Dogmeat's not human, but is a little bit more normal to have
as a follower, as he's "Man's Best Friend." Dogmeat the dog, who is, sorry for
the pun, a beast when it comes to attacking other people. He's your best bet
for tearing apart raiders, and especially useful for when you want him to find
you items, including items that restore health. Even better, no matter if
you're Evil, Neutral, or Good, he'll remain loyal to you. Also, even if you
have another follower, you can have Dogmeat as a second follower, 2-for-1! As
a note, if you send him out for something and it seems like he's lost, just go
to the Vault 101 entrance and he'll be waiting for you.
================================================================================
[2.I.b] What to do to get them
--------------------------------------------------------------------------------
Jericho
Karma: Evil
Location: Megaton (zone 8.03)
Requirement: Talk him into resuming his previous career as a warmonger. You
must give him 1,000 Caps to recruit him.
Summary: The very high cost to get him might make him not a good choice for a
companion; he's alright in battle, just not 1,000 Caps good.
Clover
Karma: Evil
Location: Paradise Falls (zone 2.08)
Requirement: Speak to Eulogy Jones and he'll offer to sell Clover to you.
Summary: She is an absolute maniac in battle and will rip your enemies to
shreds. Get her ASAP.
Butch
Karma: Neutral
Location: Rivet City (zone 9.15)
Requirement: Assuming that you didn't go through with your urge to kill him in
Vault 101, you'll find him during the Miscellaneous Quest:
Trouble On The Homefront. Make sure he's alive, the Overseer is
not in power (either stepped down or dead), and you've sabotaged
the Vault, go to the Muddy Rudder bar in Rivet City and convince
him (shouldn't be hard at all) to join you.
Summary: He's alright in battle; basically more of a "nostalgic" feel to fight
with as he's the one you grew up with.
Sergeant RL-3
Karma: Neutral
Location: Wasteland near RobCo Factory (near zone 7.10)
Requirement: There's a traveling robot salesman named Mister Tinker (or Tinker
Joe) that's roaming the Wastelands near the RobCo Factory that
you can buy him from.
Summary: He's pretty good in combat and will take a lot of damage so you won't
have to. Also, he's very accurate.
Fawkes
Karma: Good
Location: Vault 87 (zone 4.06)
Requirement: He won't join you immediately, but after you visit Vault 87,
he'll be waiting for you.
Summary: Very, very good in battle. He'll take out enemies quickly and you
can have fun sitting back and watching him have his "fun."
Star Paladin Cross
Karma: Good
Location: The Citadel (zone 9.11)
Requirement: Speak to her and she'll agree to accompany you on a detachment
mission as long as you keep your Good Karma.
Summary: She's alright, a good fighter, but since you have Good Karma, it'd
be better to have Fawkes as your follower.
Charon
Karma: Any
Location: Museum of History: Underworld (zone 17.07B)
Requirement: This is a Freeform Quest: Hired Help. Go to the Ninth Circle, and
Ahzrukhal will be there with his bodyguard Charon. You can do one
of two things to get his contract. First, you can buy his
contract for 2,000 Caps (1,000 if you're skilled in Bartering).
Second, you can agree to kill one of Ahzrukhal's rivals named
Greta, who is located in Carol's place.
Summary: Definitely a great get. He's an all-around killing machine that is
very good at killing your enemies. Plus he looks awesome.
Dogmeat
Karma: Any
Location: NNE of Megaton in the Scrapyard (6.03)
Requirement: From Megaton, go north past the river and you'll find the Meresti
Trainyard. From there go east and you'll find a Scrapyard guarded
by Raiders. He'll be there mourning his previous master. Approach
him and he'll join you.
Summary: Get him get him get him. Aside from the fact that you can have him as
a second follower, he's great in combat against other humans, as
would be expected from an attack dog. Also, him scavenging for items
is a huge plus.
================================================================================
[2.I.c] Special tricks you can use them for
--------------------------------------------------------------------------------
Other than what is mentioned above, there are a few other special "perks" to
having followers around.
You can use your follower to tag on some of your baggage. That's right, use his
or her or its strength to your advantage by giving the follower some of your
inventory! Don't worry, they won't steal it from you, after all you're their
master in a way. If you're getting close to being "over-encumbered," then shed
some of that encumbrance onto your follower. This is especially useful if you
want to go out looting and want to rake in a heavier profit.
If you can't wear Power Armor yet and don't have enough skill points, then just
give it to your follower to wear! It makes sure that your follower can help you
for a longer time, and because s/he's wearing it, it literally lightens your
load and just like explained above, will let you have more stuff in your
inventory.
================================================================================
[2.II] Bestiary
--------------------------------------------------------------------------------
There are an extensive amount of enemies in the game. Here are the different
factions, and who are a part of them.
[2.II.a] The Factions
[2.II.b] Enemy List
--------------------------------------------------------------------------------
***Coming Soon***
================================================================================
[2.III] Super Mutant Behemoths
--------------------------------------------------------------------------------
There are a total of 5 Super Mutant Behemoths that you have to take down, well,
have to in the sense of getting an achievement. Here's where they're located:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Zone: 7.04
Lat/Lon: -18/-07
Location: Evergreen Mills
Specifics: He's outside in a cage above the Slave Pens; not hard to miss
considering his size. You can shoot him down while he's stuck in
the cage, or let him out and fight him on the battlefield. That
is, after he goes on a rampage against some Raiders first.
Zone: 8.A
Lat/Lon: -13/-04
Location: Galaxy News Radio Plaza
Specifics: After completing Mini-Encounter 004: Searching for Cheryl, search
for a container or shoping cart cage. Be careful, because as soon
as you take out the teddy bear, the Behemoth will be charging
down a hill directly behind you.
Zone: 10.F
Lat/Lon: N/A
Location: Galaxy News Radio Plaza
Specifics: During Main Quest: Galaxy News Radio, you'll battle this one
alongside the Brotherhood of Steel in the Plaza.
Zone: 13.03
Lat/Lon: N/A
Location: Takoma Motors Auto Shop
Specifics: In the parking lot in front of the Factory. Make sure that you're
alone when you fight the Behemoth as there are other Super Mutants
in the area that can make your fight a whole lot harder.
Zone: 17.14
Lat/Lon: N/A
Location: Capitol Building West Entrance
Specifics: Follow the Talon mercenaries, either by trailing them or killing
and following the bodies, and you'll end up in a huge circular
room. There will be a few more Talon mercenaries trying to battle
it and failing; feel free to finish the job.
================================================================================
Part 3: Weapons, Armor and Items
--------------------------------------------------------------------------------
This is a list of all weapons, armor, and items in the Fallout universe.
For the Weapons section:
Value: price sold for
Weight: in lbs
Clip: how much in your magazine
Ammo: what type of ammo the gun takes
AP: Action Points (used in V.A.T.S.)
Damage: damage given per bullet/shot/etc.
Auto: automatic fire
Rate of Fire: self-explanatory
Spread: the size of the firing zone
Critical % Multiplier: the multiplies your chance of getting a critical hit
Critical Damage: how much damage is added on if there is a critical hit
Specifics: if the weapon does something special
Rarity: if the weapon is unique or not
For the Clothing section:
Health: how much more health the outfit gives you
DR: damage resistance, how much damage the outfit takes away
Effects: what specialties the clothing has
For the Items, Alcohol and Chems section:
Quest: if the item is obtained through a quest
Addiction: if there is a chance of getting addicted to the item
Note that all weapons and armor show their damage/resistance as their base
stats, which is if they're at 100% condition, and is also before your skills
affect them (big guns, strength, etc.).
================================================================================
[3.I] Checklist
--------------------------------------------------------------------------------
Weapons
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Big Guns
Flamer
Burnmaster Flamer
Gatling Laser
Vengeance Gatling Laser
Minigun
Eugene Minigun
Fat Man
Experimental MIRV Fatman
Missile Launcher
Miss Launcher Missile Launcher
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Energy Weapons
Alien Blaster
Firelance Alien Blaster
Laser Pistol
Colonel Autumn's Laser Pistol
Protectron's Gaze Laser Pistol
Smuggler's End Laser Pistol
Mesmetron
Plasma Pistol
Laser Rifle
Wazer Wifle Laser Rifle
Plasma Rifle
A3-21's Plasma Rifle
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Grenades/Mines
Frag Grenade
Plasma Grenade
Pulse Grenade
Frag Mine
Plasma Mine
Pulse Mine
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Melee Weapons
Police Baton
Chinese Officer's Sword
Vampire's Edge Chinese Officer's Sword
Combat Knife
Occam's Razor Combat Knife
Stabhappy Combat Knife
Lead Pipe
Ripper
Jack Ripper
Rolling Pin
Knife
Ant's Sting Knife
Switchblade
Butch's Toothpick Switchblade
Tire Iron
Highwayman's Friend Tire Iron
Repellent Stick
Baseball Bat
Nail Board
Board of Education Nail Board
Pool Cue
The Break Pool Cue
Sledgehammer
The Tenderizer Sledgehammer
Super Sledge
Fawkes' Super Sledge
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Small Guns
10mm Pistol
Colonel Autumn's 10mm Pistol
Silenced 10mm Pistol
10mm Submachine Gun
Sydney's 10mm Ultra SMG
.32 Pistol
Scoped .44 Magnum
Blackhawk Scoped .44 Magnum
Chinese Pistol
Zhu-Rong v418 Chinese Pistol
Sawed-Off Shotgun
The Kneecapper Sawed-Off Shotgun
Chinese Assault Rifle
Xuanlong Assault Rifle
Assault Rifle
BB GUn
Combat Shotgun
The Terrible Shotgun
Hunting Rifle
Ol' Painless Hunting Rifle
Lincoln's Repeater
Sniper Rifle
Reservist's Rifle Sniper Rifle
Victory Rifle Sniper Rifle
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Unarmed Weapons
Brass Knuckles
Power Fist
Fisto! Power Fist
The Shocker Power Fist
Spiked Knuckles
Plunkett's Valid Points Spiked Knuckles
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Custom Weapons
Rock-It Launcher
Nuka-Grenade
Bottlecap Mine
Shishkebab
Dart Gun
Railway Rifle
Deathclaw Gauntlet
--------------------------------------------------------------------------------
Clothing
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Armor
Advanced Radiation Suit
Armored Vault 101 Jumpsuit
Combat Armor
Combat Armor, Talon
Enclave Power Armor
Leather Armor
Linden's Outcast Power Armor
Mercenary Adventurer Outfit
Mercenary Charmer Outfit
Mercenary Cruiser Outfit
Mercenary Grunt Outfit
Mercenary Troublemaker Outfit
Mercenary Veteran Outfit
Metal Armor
Outcast Recon Armor
Power Armor
Prototype Medic Power Armor
Radiation Suit
Raider Armor, Badlands
Raider Armor, Blastmaster
Raider Armor, Painspike
Raider Armor, Sadist
Ranger Battle Armor
Recon Armor
Rivet City Security Armor
T-51b Power Armor
Tenpenny Security Uniform
Tesla Armor
The AntAgonizer's Costume
The Mechanist's Costume
Vault 101 Security Armor
Wanderer's Leather Armor
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Helmets
Boogeyman's Hood
Combat Helmet
Combat Helmet, Talon
Crow's Eyebot Helmet
Enclave Power Helmet
Eyebot Helmet
Hockey Mask
Ledoux's Hockey Mask
Metal Helmet
Motorcycle Helmet
Outcast Recon Helmet
Power Helmet
Raider Helmet, Archlight
Raider Helmet, Blastmaster
Raider Helmet, Psycho-Tic
Raider Helmet, Wastehound
Ranger Battle Helmet
Recon Armor Helmet
Rivet City Security Helmet
T-51b Power Helmet
Tenpenny Security Helmet
Tesla Helmet
The AntAgonizer's Helmet
The Mechanist's Helmet
Torcher's Mask
Vault 101 Security Helmet
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Clothing
Brahmin-Skin Outfit
Brotherhood Scribe Robe
Chinese Jumpsuit
Colonel Autumn's Uniform
Dirty Chinese Jumpsuit
Dirty Pre-War Businesswear
Dirty Pre-War Casualwear
Dirty Pre-War Parkstroller Outfit
Dirty Pre-War Relaxedwear
Dirty Pre-War Spring Outfit
Elder Lyons' Robe
Enclave Officer Uniform
Enclave Scientist Outfit
Environment Suit
Eulogy Jones' Suit
Grimy Pre-War Businesswear
Handyman Jumpsuit
Lab Technician Outfit
Lesko's Lab Coat
Maple's Garb
Modified Utility Jumpsuit
Naughty Nightwear
Negligee (1)
Negligee (2)
Oasis Robe
Oasis Villager Robe
Pre-War Casualwear
Pre-War Parkstroller
Pre-War Relaxedwear
Pre-War Spring Outfit
Red Racer Jumpsuit
Red's Jumpsuit
Regulator Duster
RobCo Jumpsuit
Roving Trader Outfit
Scientist Outfit
Sheriff's Duster
Tenpenny's Suit
The Surgeon's Lab Coat
Tunnel Snake Outfit
Vance's Longcoat Outfit
Vault Jumpsuit
Vault Lab Uniform
Vault Utility Jumpsuit
Wasteland Doctor Fatigues
Wasteland Settler Outfit
Wasteland Surgeon Outfit
Wasteland Wanderer Outfit
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hat
Ballcap with Glasses
Bandana
Biker Goggles
Button's Wig
Chinese Commando Hat
Enclave Officer Hat
Eulogy Jones' Hat
Ghoul Mask
Lincoln's Hat
Lucky Shades
Makeshift Gas Mask
Oasis Druid Head
Poplar's Hood
Pre-War Baseball Cap
Pre-War Bonnet
Pre-War Hat
Red's Bandana
Roving Trader Hat
Shady Hat
Sheriff's Hat
Stormchaser Hat
Surgical Mask
Takoma Park Little Leaguer Cap
Three Dog's Head Wrap
--------------------------------------------------------------------------------
Items, Alcohol and Chems
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Food
Ant Meat
Ant Nectar
Blamco Mac and Cheese
Bloatify Meat
Blood Pack
Brahmin Steak
Bubblegum
Cave Fungus
Cram
Crispy Squirrel Bits
Crunchy Mutfruit
Dandy Boy Apples
Dirty Water
Dog Meat
Fancy Lads Snack Cakes
Fire Ant Nectar
Fresh Apple
Fresh Carrot
Fresh Pear
Fresh Potato
Gum Drops
Hatchling Mirelurk Meat
Human Flesh
Ice Cold Nuka-Cola
Iguana Bits
Iguana on a Stick
InstaMash
Junk Food
Mirelurk Cakes
Mirelurk Meat
Miss. Quantum Pie
Mole Rat Meat
Mole Rat Wonder Meat
Mutfruit
Noodles
Nuka-Cola
Nuka-Cola Quantum
Nukalurk Meat
Pork N' Beans
Potato Crisps
Purified Water
Radroach Meat
Salisbury Steak
Softshell Mirelurk Meat
Squirrel on a Stick
Squirrel Stew
Strange Meat
Strange Meat Pie
Sugar Bombs
Yoo Guai Meat
YumYum Deviled Eggs
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Alcohol
Beer
Scotch
Vodka
Whiskey
Wine
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Chems
Ant Queen Pheromones
Buffout
Jet
Mentats
Mentats, Berry
Mentats, Grape
Mentats, Orange
Med-X
Psycho
RadAway
Rad-X
Stealth Boy
Stimpak
Ultrajet
================================================================================
[3.II] Weapons
--------------------------------------------------------------------------------
Big Guns
Flamer
Value: 500
Weight: 15
Clip: 60
Ammo: Flamer Fuel
AP: 50
Damage: 16
Auto: Yes
Rate of Fire: 8
Spread: 0.5
Critical %: 4
Crit. Damage: 1
Specifics: Sets enemies on fire
Rarity: -
Burnmaster Flamer
Value: 500
Weight: 15
Clip: 60
Ammo: Flamer Fuel
AP: 50
Damage: 24
Auto: Yes
Rate of Fire: 8
Spread: 0.5
Critical %: 4
Crit. Damage: 1
Specifics: Sets enemies on fire
Rarity: Unique
Gatling Laser
Value: 2000
Weight: 18
Clip: 240
Ammo: Electron Charge Pack
AP: 30
Damage: 8
Auto: Yes
Rate of Fire: 20
Spread: 0.5
Critical %: 1
Crit. Damage: 6
Specifics: -
Rarity: -
Vengeance Gatling Laser
Value: 2400
Weight: 18
Clip: 240
Ammo: Electron Charge Pack
AP: 30
Damage: 11
Auto: Yes
Rate of Fire: 20
Spread: 0.5
Critical %: 1
Crit. Damage: 12
Specifics: -
Rarity: Unique
Minigun
Value: 1000
Weight: 18
Clip: 240
Ammo: 5mm Round
AP: 30
Damage: 5
Auto: Yes
Rate of Fire: 20
Spread: 2
Critical %: 1
Crit. Damage: 5
Specifics: -
Rarity: Unique
Eugene Minigun
Value: 1500
Weight: 18
Clip: 240
Ammo: 5mm Round
AP: 30
Damage: 7
Auto: Yes
Rate of Fire: 20
Spread: 2
Critical %: 1
Crit. Damage: 7
Specifics: -
Rarity: Unique
Fat Man
Value: 1000
Weight: 30
Clip: 1
Ammo: Mini Nuke
AP: 65
Damage: 10
Auto: No
Rate of Fire: 4.5
Spread: 2
Critical %: 0
Crit. Damage: N/A
Specifics: -
Rarity: Collectible
Experimental MIRV Fatman
Value: 2500
Weight: 30
Clip: 8
Ammo: Mini Nuke
AP: 65
Damage: 10
Auto: No
Rate of Fire: 4.5
Spread: 13
Critical %: 0
Crit. Damage: N/A
Specifics: Launches multiple nukes simultaneously
Rarity: Unique
Missile Launcher
Value: 500
Weight: 20
Clip: 1
Ammo: Missile
AP: 55
Damage: 20
Auto: No
Rate of Fire: 5.5
Spread: 0.5
Critical %: 0
Crit. Damage: N/A
Specifics: -
Rarity: -
Miss Launcher Missile Launcher
Value: 400
Weight: 15
Clip: 1
Ammo: Missile
AP: 55
Damage: 20
Auto: No
Rate of Fire: 5.5
Spread: 0.5
Critical %: 0
Crit. Damage: N/A
Specifics: Missiles arc like a grenade, explodes after three seconds
Rarity: Unique
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Energy Weapons
Alien Blaster
Value: 500
Weight: 2
Clip: 10
Ammo: Alien Power Cell
AP: 20
Damage: 100
Auto: No
Rate of Fire: 3
Spread: 0
Critical %: 1
Crit. Damage: 40
Specifics: Chance to Disintegrate on death
Rarity: -
Firelance Alien Blaster
Value: 750
Weight: 2
Clip: 10
Ammo: Alien Power Cell
AP: 20
Damage: 80
Auto: No
Rate of Fire: 3
Spread: 0
Critical %: 3
Crit. Damage: 40
Specifics: Chance to Disintegrate on death
Rarity: Unique
Laser Pistol
Value: 320
Weight: 3
Clip: 30
Ammo: Energy Cell
AP: 17
Damage: 12
Auto: No
Rate of Fire: 6
Spread: 0
Critical %: 1.5
Crit. Damage: 12
Specifics: -
Rarity: -
Colonel Autumn's Laser Pistol
Value: 420
Weight: 2
Clip: 20
Ammo: Energy Cell
AP: 0
Damage: 15
Auto: No
Rate of Fire: 6
Spread: 0
Critical %: 1.5
Crit. Damage: 18
Specifics: -
Rarity: Unique
Protectron's Gaze Laser Pistol
Value: 320
Weight: 3
Clip: 20
Ammo: Energy Cell
AP: 17
Damage: 24
Auto: No
Rate of Fire: 3
Spread: 2.5
Critical %: 1
Crit. Damage: 24
Specifics: Fires two shots at once
Rarity: Unique
Smuggler's End Laser Pistol
Value: 450
Weight: 2
Clip: 30
Ammo: Energy Cell
AP: 17
Damage: 18
Auto: No
Rate of Fire: 6
Spread: 0
Critical %: 1.5
Crit. Damage: 18
Specifics: -
Rarity: Unique
Mesmetron
Value: 500
Weight: 2
Clip: 5
Ammo: Mesmetron Power Cell
AP: 65
Damage: 1
Auto: No
Rate of Fire: 1
Spread: 0
Critical %: 1
Crit. Damage: 0
Specifics: Weapon and ammo from Grouse at Paradise Falls
Rarity: Unique
Plasma Pistol
Value: 360
Weight: 3
Clip: 16
Ammo: Energy Cell
AP: 21
Damage: 25
Auto: No
Rate of Fire: 3
Spread: 0.5
Critical %: 2
Crit. Damage: 25
Specifics: -
Rarity: -
Laser Rifle
Value: 1000
Weight: 8
Clip: 24
Ammo: Micro Fusion Cell
AP: 17
Damage: 23
Auto: No
Rate of Fire: 2
Spread: 0
Critical %: 1.5
Crit. Damage: 22
Specifics: -
Rarity: -
Wazer Wifle Laser Rifle
Value: 900
Weight: 8
Clip: 30
Ammo: Micro Fusion Cell
AP: 17
Damage: 28
Auto: No
Rate of Fire: 2
Spread: 0
Critical %: 1.5
Crit. Damage: 28
Specifics: -
Rarity: Unique
Plasma Rifle
Value: 1800
Weight: 8
Clip: 12
Ammo: Micro Fusion Cell
AP: 25
Damage: 45
Auto: No
Rate of Fire: 4
Spread: 0.2
Critical %: 2
Crit. Damage: 44
Specifics: -
Rarity: -
A3-21's Plasma Rifle
Value: 2200
Weight: 8
Clip: 12
Ammo: Micro Fusion Cell
AP: 25
Damage: 50
Auto: No
Rate of Fire: 4
Spread: 0.2
Critical %: 2.5
Crit. Damage: 50
Specifics: -
Rarity: Unique
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Grenades/Mines
Frag Grenade
Value: 25
Weight: 0.5
Clip: -
Ammo: -
AP: 24
Damage: 100
Auto: -
Rate of Fire: -
Spread: -
Critical %: 0
Crit. Damage: N/A
Specifics: 20 foot radius
Rarity: -
Plasma Grenade
Value: 50
Weight: 0.5
Clip: -
Ammo: -
AP: 24
Damage: 150
Auto: -
Rate of Fire: -
Spread: -
Critical %: 0
Crit. Damage: N/A
Specifics: 20 foot radius
Rarity: -
Pulse Grenade
Value: 40
Weight: 0.5
Clip: -
Ammo: -
AP: 24
Damage: 10
Auto: -
Rate of Fire: -
Spread: -
Critical %: 0
Crit. Damage: N/A
Specifics: 20 foot radius, 200 damage to robots, 8 second disable
Rarity: -
Frag Mine
Value: 25
Weight: 0.5
Clip: -
Ammo: -
AP: 35
Damage: 100
Auto: -
Rate of Fire: -
Spread: -
Critical %: 0
Crit. Damage: N/A
Specifics: 20 foot radius
Rarity: -
Plasma Mine
Value: 50
Weight: 0.5
Clip: -
Ammo: -
AP: 35
Damage: 150
Auto: -
Rate of Fire: -
Spread: -
Critical %: 0
Crit. Damage: N/A
Specifics: 20 foot radius
Rarity: -
Pulse Mine
Value: 40
Weight: 0.5
Clip: -
Ammo: -
AP: 35
Damage: 10
Auto: -
Rate of Fire: -
Spread: -
Critical %: 0
Crit. Damage: N/A
Specifics: 20 foot radius, 200 damage to robots, 8 second disable
Rarity: -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Melee Weapons
Police Baton
Value: 70
Weight: 2
Clip: -
Ammo: -
AP: 25
Damage: 4
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1
Crit. Damage: 4
Specifics: -
Rarity: -
Chinese Officer's Sword
Value: 75
Weight: 3
Clip: -
Ammo: -
AP: 28
Damage: 10
Auto: -
Rate of Fire: -
Spread: -
Critical %: 2
Crit. Damage: 15
Specifics: -
Rarity: -
Vampire's Edge Chinese Officer's Sword
Value: 400
Weight: 1
Clip: -
Ammo: -
AP: 28
Damage: 15
Auto: -
Rate of Fire: -
Spread: -
Critical %: 3
Crit. Damage: 20
Specifics: -
Rarity: Unique
Combat Knife
Value: 50
Weight: 1
Clip: -
Ammo: -
AP: 17
Damage: 7
Auto: -
Rate of Fire: -
Spread: -
Critical %: 3
Crit. Damage: 13
Specifics: -
Rarity: -
Occam's Razor Combat Knife
Value: 65
Weight: 1
Clip: -
Ammo: -
AP: 17
Damage: 10
Auto: -
Rate of Fire: -
Spread: -
Critical %: 3
Crit. Damage: 13
Specifics: -
Rarity: Unique
Stabhappy Combat Knife
Value: 65
Weight: 1
Clip: -
Ammo: -
AP: 17
Damage: 10
Auto: -
Rate of Fire: -
Spread: -
Critical %: 4
Crit. Damage: 15
Specifics: Slightly more damage to limbs
Rarity: Unique
Lead Pipe
Value: 75
Weight: 3
Clip: -
Ammo: -
AP: 24
Damage: 9
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1
Crit. Damage: 18
Specifics: -
Rarity: -
Ripper
Value: 100
Weight: 6
Clip: -
Ammo: -
AP: 65
Damage: 30
Auto: -
Rate of Fire: -
Spread: -
Critical %: 0
Crit. Damage: N/A
Specifics: -
Rarity: -
Jack Ripper
Value: 200
Weight: 6
Clip: -
Ammo: -
AP: 65
Damage: 30
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1
Crit. Damage: 15
Specifics: 50% extra limb damage
Rarity: Unique
Rolling Pin
Value: 10
Weight: 1
Clip: -
Ammo: -
AP: 24
Damage: 3
Auto: -
Rate of Fire: -
Spread: -
Critical %: 0
Crit. Damage: N/A
Specifics: -
Rarity: -
Knife
Value: 20
Weight: 1
Clip: -
Ammo: -
AP: 20
Damage: 4
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1
Crit. Damage: 4
Specifics: -
Rarity: -
Ant's Sting Knife
Value: 30
Weight: 1
Clip: -
Ammo: -
AP: 20
Damage: 4
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1
Crit. Damage: 4
Specifics: Poisons enemies, 40 damage every 10 seconds
Rarity: Unique
Switchblade
Value: 35
Weight: 1
Clip: -
Ammo: -
AP: 18
Damage: 5
Auto: -
Rate of Fire: -
Spread: -
Critical %: 2
Crit. Damage: 9
Specifics: -
Rarity: -
Butch's Toothpick Switchblade
Value: 50
Weight: 1
Clip: -
Ammo: -
AP: 18
Damage: 10
Auto: -
Rate of Fire: -
Spread: -
Critical %: 2.5
Crit. Damage: 13
Specifics: -
Rarity: Unique
Tire Iron
Value: 40
Weight: 3
Clip: -
Ammo: -
AP: 27
Damage: 6
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1
Crit. Damage: 6
Specifics: -
Rarity: -
Highwayman's Friend Tire Iron
Value: 75
Weight: 5
Clip: -
Ammo: -
AP: 27
Damage: 10
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1
Crit. Damage: 10
Specifics: -
Rarity: Unique
Repellent Stick
Value: 120
Weight: 3
Clip: -
Ammo: -
AP: 40
Damage: 1
Auto: -
Rate of Fire: -
Spread: -
Critical %: 0
Crit. Damage: N/A
Specifics: Explodes Mole Rats after 5 seconds
Rarity: -
Baseball Bat
Value: 55
Weight: 3
Clip: -
Ammo: -
AP: 25
Damage: 9
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1
Crit. Damage: 9
Specifics: -
Rarity: -
Nail Board
Value: 30
Weight: 4
Clip: -
Ammo: -
AP: 27
Damage: 8
Auto: -
Rate of Fire: -
Spread: -
Critical %: 0
Crit. Damage: N/A
Specifics: -
Rarity: -
Board of Education Nail Board
Value: 60
Weight: 4
Clip: -
Ammo: -
AP: 27
Damage: 12
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1
Crit. Damage: 12
Specifics: -
Rarity: Unique
Pool Cue
Value: 15
Weight: 1
Clip: -
Ammo: -
AP: 27
Damage: 3
Auto: -
Rate of Fire: -
Spread: -
Critical %: 0
Crit. Damage: N/A
Specifics: -
Rarity: -
The Break Pool Cue
Value: 50
Weight: 1
Clip: -
Ammo: -
AP: 27
Damage: 6
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1
Crit. Damage: 6
Specifics: -
Rarity: Unique
Sledgehammer
Value: 130
Weight: 12
Clip: -
Ammo: -
AP: 38
Damage: 20
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1
Crit. Damage: 10
Specifics: -
Rarity: -
The Tenderizer Sledgehammer
Value: 230
Weight: 12
Clip: -
Ammo: -
AP: 38
Damage: 30
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1
Crit. Damage: 15
Specifics: -
Rarity: Unique
Super Sledge
Value: 180
Weight: 20
Clip: -
Ammo: -
AP: 38
Damage: 25
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1
Crit. Damage: 25
Specifics: -
Rarity: -
Fawkes' Super Sledge
Value: 300
Weight: 18
Clip: -
Ammo: -
AP: 38
Damage: 32
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1
Crit. Damage: 32
Specifics: Attacks faster than regular Sledgehammer
Rarity: Unique
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Small Guns
10mm Pistol
Value: 225
Weight: 3
Clip: 12
Ammo: 10mm Round
AP: 17
Damage: 9
Auto: No
Rate of Fire: 6
Spread: 0.5
Critical %: 1
Crit. Damage: 9
Specifics: -
Rarity: -
Colonel Autumn's 10mm Pistol
Value: 325
Weight: 3
Clip: 12
Ammo: 10mm Round
AP: 17
Damage: 13
Auto: No
Rate of Fire: 6
Spread: 0.5
Critical %: 1
Crit. Damage: 13
Specifics: -
Rarity: Unique
Silenced 10mm Pistol
Value: 250
Weight: 3
Clip: 12
Ammo: 10mm Round
AP: 21
Damage: 8
Auto: No
Rate of Fire: 6
Spread: 0.5
Critical %: 2
Crit. Damage: 5
Specifics: -
Rarity: -
10mm Submachine Gun
Value: 330
Weight: 5
Clip: 30
Ammo: 10mm Round
AP: 20
Damage: 7
Auto: Yes
Rate of Fire: 10
Spread: 1.5
Critical %: 1
Crit. Damage: 7
Specifics: -
Rarity: -
Sydney's 10mm Ultra SMG
Value: 430
Weight: 5
Clip: 50
Ammo: 10mm Round
AP: 20
Damage: 9
Auto: Yes
Rate of Fire: 10
Spread: 1.5
Critical %: 1
Crit. Damage: 9
Specifics: -
Rarity: Unique
.32 Pistol
Value: 110
Weight: 2
Clip: 5
Ammo: .32 Caliber Round
AP: 20
Damage: 6
Auto: No
Rate of Fire: 6
Spread: 0.5
Critical %: 1
Crit. Damage: 6
Specifics: -
Rarity: -
Scoped .44 Magnum
Value: 300
Weight: 4
Clip: 6
Ammo: .44 Round, Magnum
AP: 32
Damage: 35
Auto: No
Rate of Fire: 2.25
Spread: 0.3
Critical %: 2
Crit. Damage: 35
Specifics: Scoped
Rarity: -
Blackhawk Scoped .44 Magnum
Value: 500
Weight: 4
Clip: 6
Ammo: .44 Round, Magnum
AP: 32
Damage: 55
Auto: No
Rate of Fire: 2.25
Spread: 0.3
Critical %: 2
Crit. Damage: 45
Specifics: Scoped
Rarity: Unique
Chinese Pistol
Value: 190
Weight: 2
Clip: 10
Ammo: 10mm Round
AP: 17
Damage: 4
Auto: No
Rate of Fire: 6
Spread: 1
Critical %: 1
Crit. Damage: 4
Specifics: -
Rarity: -
Zhu-Rong v418 Chinese Pistol
Value: 290
Weight: 2
Clip: 10
Ammo: 10mm Round
AP: 17
Damage: 4
Auto: No
Rate of Fire: 4.5
Spread: 1
Critical %: 2
Crit. Damage: 4
Specifics: Chance of setting enemies on fire
Rarity: Unique
Sawed-Off Shotgun
Value: 150
Weight: 4
Clip: 2
Ammo: Shotgun Shell
AP: 37
Damage: 50
Auto: No
Rate of Fire: 2.25
Spread: 7
Critical %: N/A
Crit. Damage: -
Specifics: -
Rarity: -
The Kneecapper Sawed-Off Shotgun
Value: 350
Weight: 5
Clip: 2
Ammo: Shotgun Shell
AP: 37
Damage: 75
Auto: No
Rate of Fire: 1.9
Spread: 4
Critical %: N/A
Crit. Damage: -
Specifics: -
Rarity: Unique
Chinese Assault Rifle
Value: 500
Weight: 7
Clip: 24
Ammo: 5.56mm Round
AP: 23
Damage: 11
Auto: Yes
Rate of Fire: 8
Spread: 1.5
Critical %: 1
Crit. Damage: 10
Specifics: -
Rarity: -
Xuanlong Assault Rifle
Value: 400
Weight: 7
Clip: 36
Ammo: 5.56mm Round
AP: 23
Damage: 12
Auto: Yes
Rate of Fire: 8
Spread: 1.5
Critical %: 1
Crit. Damage: 12
Specifics: -
Rarity: Unique
Assault Rifle
Value: 300
Weight: 7
Clip: 24
Ammo: 5.56mm Round
AP: 23
Damage: 8
Auto: Yes
Rate of Fire: 8
Spread: 1.5
Critical %: 1
Crit. Damage: 8
Specifics: -
Rarity: -
BB GUn
Value: 36
Weight: 2
Clip: 100
Ammo: BB
AP: 28
Damage: 4
Auto: No
Rate of Fire: 0.75
Spread: 0.5
Critical %: 1
Crit. Damage: 4
Specifics: -
Rarity: -
Combat Shotgun
Value: 200
Weight: 7
Clip: 12
Ammo: Shotgun Shell
AP: 27
Damage: 55
Auto: No
Rate of Fire: 1.5
Spread: 3
Critical %: 1
Crit. Damage: 27
Specifics: -
Rarity: -
The Terrible Shotgun
Value: 250
Weight: 10
Clip: 12
Ammo: Shotgun Shell
AP: 27
Damage: 80
Auto: No
Rate of Fire: 1.5
Spread: 6
Critical %: 1
Crit. Damage: 40
Specifics: -
Rarity: Unique
Hunting Rifle
Value: 150
Weight: 6
Clip: 5
Ammo: .32 Caliber Rifle
AP: 25
Damage: 25
Auto: No
Rate of Fire: 0.75
Spread: 0.3
Critical %: 1
Crit. Damage: 25
Specifics: -
Rarity: -
Ol' Painless Hunting Rifle
Value: 250
Weight: 6
Clip: 5
Ammo: .32 Caliber Rifle
AP: 23
Damage: 30
Auto: No
Rate of Fire: 1.1
Spread: 0
Critical %: 1
Crit. Damage: 30
Specifics: -
Rarity: Unique
Lincoln's Repeater
Value: 500
Weight: 5
Clip: 15
Ammo: .44 Round, Magnum
AP: 25
Damage: 50
Auto: No
Rate of Fire: 0.75
Spread: 0
Critical %: 2
Crit. Damage: 50
Specifics: -
Rarity: -
Sniper Rifle
Value: 300
Weight: 10
Clip: 5
Ammo: .308 Caliber Round
AP: 38
Damage: 40
Auto: No
Rate of Fire: 1
Spread: 0
Critical %: 5
Crit. Damage: 40
Specifics: Scoped
Rarity: -
Reservist's Rifle Sniper Rifle
Value: 500
Weight: 10
Clip: 3
Ammo: .308 Caliber Round
AP: 32
Damage: 40
Auto: No
Rate of Fire: 1.6
Spread: 0
Critical %: 5
Crit. Damage: 40
Specifics: Scoped
Rarity: Unique
Victory Rifle Sniper Rifle
Value: 450
Weight: 10
Clip: 5
Ammo: .308 Caliber Round
AP: 38
Damage: 40
Auto: No
Rate of Fire: 1
Spread: 0
Critical %: 3
Crit. Damage: 40
Specifics: Scoped, knocks enemy down on critical hit
Rarity: Unique
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Unarmed Weapons
Brass Knuckles
Value: 20
Weight: 1
Clip: -
Ammo: -
AP: 18
Damage: 6
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1
Crit. Damage: 6
Specifics: -
Rarity: -
Power Fist
Value: 100
Weight: 6
Clip: -
Ammo: -
AP: 28
Damage: 20
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1
Crit. Damage: 20
Specifics: -
Rarity: -
Fisto! Power Fist
Value: 100
Weight: 6
Clip: -
Ammo: -
AP: 25
Damage: 25
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1.5
Crit. Damage: 25
Specifics: -
Rarity: Unique
The Shocker Power Fist
Value: 150
Weight: 6
Clip: -
Ammo: -
AP: 25
Damage: 20
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1
Crit. Damage: 20
Specifics: Additional 25 damage to robots
Rarity: Unique
Spiked Knuckles
Value: 25
Weight: 1
Clip: -
Ammo: -
AP: 19
Damage: 9
Auto: -
Rate of Fire: -
Spread: -
Critical %: 1
Crit. Damage: 9
Specifics: -
Rarity: -
Plunkett's Valid Points Spiked Knuckles
Value: 30
Weight: 1
Clip: -
Ammo: -
AP: 15
Damage: 12
Auto: -
Rate of Fire: -
Spread: -
Critical %: 2
Crit. Damage: 12
Specifics: -
Rarity: Unique
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Custom Weapons
Rock-It Launcher
Value: 200
Weight: 8
Clip: 12
Ammo: Misc. objects
AP: 32
Damage: 50
Auto: No
Rate of Fire: 3.33
Spread: 1
Critical %: 1
Crit. Damage: 25
Specifics: Big Guns
Rarity: -
Nuka-Grenade
Value: 50
Weight: 0.5
Clip: -
Ammo: -
AP: 24
Damage: 500
Auto: -
Rate of Fire: -
Spread: 0
Critical %: 0
Crit. Damage: N/A
Specifics: 20 foot radius, Radiation and Fire
Rarity:
Bottlecap Mine
Value: 75
Weight: 0.5
Clip: -
Ammo: -
AP: 35
Damage: 500
Auto: -
Rate of Fire: -
Spread: 1
Critical %: 0
Crit. Damage: N/A
Specifics: -
Rarity: -
Shishkebab
Value: 200
Weight: 3
Clip: -
Ammo: -
AP: 28
Damage: 35
Auto: -
Rate of Fire: -
Spread: 0
Critical %: 2
Crit. Damage: 24
Specifics: Melee Weapon, Ignites target
Rarity: -
Dart Gun
Value: 500
Weight: 3
Clip: 1
Ammo: Dart
AP: 25
Damage: 6
Auto: No
Rate of Fire: 8.33
Spread: 0
Critical %: 2.5
Crit. Damage: 12
Specifics: Small Guns, Poison: 64 damage per 8 seconds & cripples legs
Rarity: -
Railway Rifle
Value: 200
Weight: 9
Clip: 8
Ammo: Railway Spikes
AP: 24
Damage: 30
Auto: No
Rate of Fire: 2
Spread: 0.75
Critical %: 3
Crit. Damage: 30
Specifics: Small Guns
Rarity: -
Deathclaw Gauntlet
Value: 150
Weight: 10
Clip: -
Ammo: -
AP: 26
Damage: 20
Auto: -
Rate of Fire: -
Spread: 0
Critical %: 5
Crit. Damage: 30
Specifics: Unarmed weapon, Ignores damage resistance from armor
Rarity: -
================================================================================
[3.III] Clothing
--------------------------------------------------------------------------------
Armor
Advanced Radiation Suit
Value: 100
Powered: N
Weight: 7
Health: 25
DR: 8
Effects: Rad Resistance +40%
Armored Vault 101 Jumpsuit
Value: 180
Powered: N
Weight: 15
Health: 100
DR: 12
Effects: Energy Weapons +5, Small Guns +5
Combat Armor
Value: 390
Powered: N
Weight: 25
Health: 400
DR: 32
Effects: -
Combat Armor, Talon
Value: 275
Powered: N
Weight: 25
Health: 300
DR: 28
Effects: -
Enclave Power Armor
Value: 780
Powered: Y
Weight: 45
Health: 1200
DR: 40
Effects: Radiation Resistance +15%, Agility -1, Strength +1
Leather Armor
Value: 160
Powered: N
Weight: 15
Health: 150
DR: 24
Effects: -
Linden's Outcast Power Armor
Value: 740
Powered: Y
Weight: 45
Health: 1000
DR: 40
Effects: Radiation Resistance +10%, Agility -1, Strength +1, Big Guns +5
Mercenary Adventurer Outfit
Value: 50
Powered: N
Weight: 8
Health: 100
DR: 12
Effects: Small Guns +2, Melee Weapons +2
Mercenary Charmer Outfit
Value: 50
Powered: N
Weight: 8
Health: 100
DR: 12
Effects: Small Guns +2, Melee Weapons +2
Mercenary Cruiser Outfit
Value: 50
Powered: N
Weight: 8
Health: 100
DR: 12
Effects: Small Guns +2, Melee Weapons +2
Mercenary Grunt Outfit
Value: 50
Powered: N
Weight: 8
Health: 100
DR: 12
Effects: Small Guns +2, Melee Weapons +2
Mercenary Troublemaker Outfit
Value: 50
Powered: N
Weight: 8
Health: 100
DR: 12
Effects: Small Guns +2, Melee Weapons +2
Mercenary Veteran Outfit
Value: 50
Powered: N
Weight: 8
Health: 100
DR: 12
Effects: Small Guns +2, Melee Weapons +2
Metal Armor
Value: 460
Powered: N
Weight: 30
Health: 500
DR: 36
Effects: Agility -1
Outcast Recon Armor
Value: 180
Powered: N
Weight: 20
Health: 400
DR: 28
Effects: Sneak +5
Power Armor
Value: 740
Powered: Y
Weight: 45
Health: 1000
DR: 40
Effects: Radiation Resistance +10%, Agility -2, Strength +2
Prototype Medic Power Armor
Value: 1000
Powered: Y
Weight: 45
Health: 1000
DR: 40
Effects: Radiation Resistance +25%, Agility -1, Dispenses Med-X
Radiation Suit
Value: 60
Powered: N
Weight: 5
Health: 15
DR: 6
Effects: Radiation Resistance +30%
Raider Armor, Badlands
Value: 180
Powered: N
Weight: 15
Health: 100
DR: 16
Effects: -
Raider Armor, Blastmaster
Value: 180
Powered: N
Weight: 15
Health: 100
DR: 16
Effects: -
Raider Armor, Painspike
Value: 180
Powered: N
Weight: 15
Health: 100
DR: 16
Effects: -
Raider Armor, Sadist
Value: 180
Powered: N
Weight: 15
Health: 100
DR: 16
Effects: -
Ranger Battle Armor
Value: 430
Powered: N
Weight: 27
Health: 1100
DR: 39
Effects: Small Guns +10, AP +5, Luck +1
Recon Armor
Value: 180
Powered: N
Weight: 20
Health: 400
DR: 28
Effects: Sneak +5
Rivet City Security Armor
Value: 330
Powered: N
Weight: 20
Health: 100
DR: 24
Effects: Small Guns +5
T-51b Power Armor
Value: 1000
Powered: Y
Weight: 40
Health: 2000
DR: 50
Effects: Radiation Resistance +25
Tenpenny Security Uniform
Value: 180
Powered: N
Weight: 20
Health: 100
DR: 24
Effects: Small Guns +5
Tesla Armor
Value: 820
Powered: Y
Weight: 45
Health: 1500
DR: 43
Effects: Radiation Resistance +20%, Energy Weapons +10
The AntAgonizer's Costume
Value: 120
Powered: N
Weight: 15
Health: 100
DR: 20
Effects: Agility +1, Charisma -1
The Mechanist's Costume
Value: 30
Powered: N
Weight: 15
Health: 100
DR: 20
Effects: Endurance +1, Charisma -1
Vault 101 Security Armor
Value: 70
Powered: N
Weight: 15
Health: 100
DR: 12
Effects: -
Wanderer's Leather Armor
Value: 160
Powered: N
Weight: 15
Health: 150
DR: 24
Effects: Small Guns +10
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Helmets
Boogeyman's Hood
Value: 110
Powered: N
Weight: 3
Health: 100
DR: 8
Effects: -
Combat Helmet
Value: 50
Powered: N
Weight: 3
Health: 50
DR: 5
Effects: -
Combat Helmet, Talon
Value: 60
Powered: N
Weight: 3
Health: 40
DR: 4
Effects: -
Crow's Eyebot Helmet
Value: 20
Powered: N
Weight: 10
Health: 25
DR: 5
Effects: Perception +1
Enclave Power Helmet
Value: 110
Powered: Y
Weight: 5
Health: 75
DR: 9
Effects: Radiation Resistance +5%, Charisma -1
Eyebot Helmet
Value: 20
Powered: N
Weight: 3
Health: 25
DR: 5
Effects: -
Hockey Mask
Value: 10
Powered: N
Weight: 1
Health: 15
DR: 3
Effects: Unarmed +5
Ledoux's Hockey Mask
Value: 100
Powered: N
Weight: 1
Health: 25
DR: 4
Effects: AP +25
Metal Helmet
Value: 70
Powered: N
Weight: 3
Health: 50
DR: 5
Effects: -
Motorcycle Helmet
Value: 6
Powered: N
Weight: 1
Health: 10
DR: 5
Effects: -
Outcast Recon Helmet
Value: 40
Powered: N
Weight: 3
Health: 40
DR: 4
Effects: Perception +1
Power Helmet
Value: 110
Powered: Y
Weight: 5
Health: 75
DR: 8
Effects: Radiation Resistance +3
Raider Helmet, Archlight
Value: 20
Powered: N
Weight: 3
Health: 15
DR: 2
Effects: -
Raider Helmet, Blastmaster
Value: 20
Powered: N
Weight: 3
Health: 15
DR: 2
Effects: Explosives +5, Big Guns +5
Raider Helmet, Psycho-Tic
Value: 20
Powered: N
Weight: 3
Health: 15
DR: 2
Effects: -
Raider Helmet, Wastehound
Value: 20
Powered: N
Weight: 3
Health: 15
DR: 2
Effects: -
Ranger Battle Helmet
Value: 60
Powered: N
Weight: 5
Health: 50
DR: 6
Effects: -
Recon Armor Helmet
Value: 40
Powered: N
Weight: 3
Health: 40
DR: 4
Effects: -
Rivet City Security Helmet
Value: 50
Powered: N
Weight: 3
Health: 25
DR: 4
Effects: -
T-51b Power Helmet
Value: 120
Powered: Y
Weight: 4
Health: 100
DR: 10
Effects: Radiation Resistance +8%, Charisma +1
Tenpenny Security Helmet
Value: 50
Powered: N
Weight: 1
Health: 25
DR: 4
Effects: -
Tesla Helmet
Value: 120
Powered: Y
Weight: 5
Health: 100
DR: 9
Effects: Radiation Resistance +5%, Charisma -1
The AntAgonizer's Helmet
Value: 60
Powered: N
Weight: 5
Health: 50
DR: 6
Effects: -
The Mechanist's Helmet
Value: 60
Powered: N
Weight: 5
Health: 50
DR: 6
Effects: -
Torcher's Mask
Value: 20
Powered: N
Weight: 3
Health: 15
DR: 2
Effects: Explosives +5, Big Guns +5
Vault 101 Security Helmet
Value: 30
Powered: N
Weight: 3
Health: 25
DR: 3
Effects: -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Clothing
*note* none of these are powered
Brahmin-Skin Outfit
Value: 6
Weight: 2
Health: 100
DR: 2
Effects: Endurance +1, Agility +1
Brotherhood Scribe Robe
Value: 6
Weight: 2
Health: 100
DR: 2
Effects: -
Chinese Jumpsuit
Value: 10
Weight: 2
Health: 100
DR: 6
Effects: Small Guns +5
Colonel Autumn's Uniform
Value: 12
Weight: 3
Health: 100
DR: 10
Effects: Energy Weapons +5, Small Guns +5
Dirty Chinese Jumpsuit
Value: 6
Weight: 2
Health: 50
DR: 6
Effects: Small Guns +5
Dirty Pre-War Businesswear
Value: 8
Weight: 2
Health: 100
DR: 3
Effects: Speech +5
Dirty Pre-War Casualwear
Value: 6
Weight: 2
Health: 100
DR: 3
Effects: Agility +1
Dirty Pre-War Parkstroller Outfit
Value: 5
Weight: 10
Health: 100
DR: 3
Effects: Agility +1
Dirty Pre-War Relaxedwear
Value: 6
Weight: 5
Health: 100
DR: 3
Effects: Agility +1
Dirty Pre-War Spring Outfit
Value: 5
Weight: 2
Health: 100
DR: 3
Effects: Agility +1
Elder Lyons' Robe
Value: 8
Weight: 2
Health: 100
DR: 3
Effects: -
Enclave Officer Uniform
Value: 8
Weight: 3
Health: 100
DR: 5
Effects: Energy Weapons +5, Small Guns +5
Enclave Scientist Outfit
Value: 8
Weight: 2
Health: 100
DR: 3
Effects: Science +5
Environment Suit
Value: 100
Weight: 5
Health: 25
DR: 6
Effects: Radiation Resistance +30%, Medicine +5
Eulogy Jones' Suit
Value: 6
Weight: 3
Health: 100
DR: 2
Effects: Charisma +1
Grimy Pre-War Businesswear
Value: 6
Weight: 2
Health: 100
DR: 3
Effects: Speech +5
Handyman Jumpsuit
Value: 6
Weight: 1
Health: 100
DR: 2
Effects: Repair +5
Lab Technician Outfit
Value: 8
Weight: 2
Health: 100
DR: 3
Effects: Science +5
Lesko's Lab Coat
Value: 10
Weight: 1
Health: 100
DR: 5
Effects: Science +10, Radiation Resistance +20%
Maple's Garb
Value: 6
Weight: 2
Health: 100
DR: 4
Effects: Perception +1, Agility +1
Modified Utility Jumpsuit
Value: 30
Weight: 2
Health: 100
DR: 1
Effects: Repair +5, Radiation Resistance +10, Luck +1
Naughty Nightwear
Value: 30
Weight: 1
Health: 100
DR: 1
Effects: Charisma +1, Luck +1, Speech +10
Negligee (1)
Value: 6
Weight: 1
Health: 100
DR: 1
Effects: Charisma +1
Negligee (2)
Value: 10
Weight: 1
Health: 100
DR: 1
Effects: Charisma +1
Oasis Robe
Value: 30
Weight: 3
Health: 100
DR: 4
Effects: -
Oasis Villager Robe
Value: 6
Weight: 2
Health: 100
DR: 4
Effects: -
Pre-War Casualwear
Value: 8
Weight: 2
Health: 100
DR: 3
Effects: Agility +1
Pre-War Parkstroller
Value: 6
Weight: 2
Health: 100
DR: 3
Effects: Agility +1
Pre-War Relaxedwear
Value: 8
Weight: 2
Health: 100
DR: 3
Effects: Agility +1
Pre-War Spring Outfit
Value: 8
Weight: 2
Health: 100
DR: 3
Effects: Agility +1
Red Racer Jumpsuit
Value: 6
Weight: 1
Health: 100
DR: 2
Effects: Repair +5
Red's Jumpsuit
Value: 40
Weight: 1
Health: 100
DR: 3
Effects: Small Guns +5
Regulator Duster
Value: 70
Weight: 3
Health: 150
DR: 10
Effects: Small Guns +5, Charisma +1
RobCo Jumpsuit
Value: 6
Weight: 1
Health: 100
DR: 2
Effects: Repair +5
Roving Trader Outfit
Value: 6
Weight: 2
Health: 100
DR: 2
Effects: Barter +5
Scientist Outfit
Value: 8
Weight: 2
Health: 100
DR: 3
Effects: Science +5
Sheriff's Duster
Value: 35
Weight: 3
Health: 150
DR: 5
Effects: Small Guns +5, Charisma +1
Tenpenny's Suit
Value: 8
Weight: 2
Health: 100
DR: 3
Effects: -
The Surgeon's Lab Coat
Value: 30
Weight: 1
Health: 100
DR: 2
Effects: Science +5, Medicine +10
Tunnel Snake Outfit
Value: 8
Weight: 2
Health: 100
DR: 4
Effects: Melee Weapons +5
Vance's Longcoat Outfit
Value: 100
Weight: 4
Health: 100
DR: 10
Effects: Small Guns +2, Melee Weapons +2
Vault Jumpsuit
Value: 10
Weight: 1
Health: 100
DR: 1
Effects: Repair +5, Lockpick +5
Vault Lab Uniform
Value: 6
Weight: 1
Health: 100
DR: 2
Effects: Science +5
Vault Utility Jumpsuit
Value: 10
Weight: 1
Health: 100
DR: 1
Effects: Repair +5, Lockpick +5
Wasteland Doctor Fatigues
Value: 6
Weight: 2
Health: 100
DR: 2
Effects: Medicine +5
Wasteland Settler Outfit
Value: 6
Weight: 2
Health: 100
DR: 2
Effects: Endurance +1, Agility +1
Wasteland Surgeon Outfit
Value: 6
Weight: 2
Health: 100
DR: 2
Effects: Medicine +5
Wasteland Wanderer Outfit
Value: 6
Weight: 2
Health: 100
DR: 2
Effects: Endurance +1, Agility +1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hat
*note* none of these are powered
Ballcap with Glasses
Value: 6
Weight: 1
Health: 10
DR: 1
Effects: Perception +1
Bandana
Value: 6
Weight: 1
Health: 10
DR: 2
Effects: Perception +1
Biker Goggles
Value: 6
Weight: 1
Health: 10
DR: 1
Effects: -
Button's Wig
Value: 20
Weight: 1
Health: 100
DR: 1
Effects: Speech +10, Barter +5, Intelligence +1, Perception -1
Chinese Commando Hat
Value: 6
Weight: 1
Health: 15
DR: 1
Effects: Perception +1
Enclave Officer Hat
Value: 6
Weight: 1
Health: 15
DR: 1
Effects: Energy Weapons +5
Eulogy Jones' Hat
Value: 6
Weight: 1
Health: 15
DR: 1
Effects: Charisma +1
Ghoul Mask
Value: 50
Weight: 1
Health: 100
DR: 3
Effects: Causes Feral Ghouls to ignore you
Lincoln's Hat
Value: 40
Weight: 1
Health: 50
DR: 1
Effects: Speech +5, Intelligence +1
Lucky Shades
Value: 40
Weight: 1
Health: 150
DR: 1
Effects: Luck +1
Makeshift Gas Mask
Value: 40
Weight: 2
Health: 25
DR: 3
Effects: -
Oasis Druid Head
Value: 6
Weight: 1
Health: 10
DR: 2
Effects: -
Poplar's Hood
Value: 6
Weight: 1
Health: 25
DR: 2
Effects: Agility +1, Sneak +10
Pre-War Baseball Cap
Value: 8
Weight: 1
Health: 15
DR: 1
Effects: Perception +1
Pre-War Bonnet
Value: 8
Weight: 1
Health: 15
DR: 1
Effects: Perception +1
Pre-War Hat
Value: 8
Weight: 1
Health: 15
DR: 1
Effects: Perception +1
Red's Bandana
Value: 30
Weight: 1
Health: 10
DR: 2
Effects: Perception +1
Roving Trader Hat
Value: 6
Weight: 1
Health: 10
DR: 1
Effects: Barter +5
Shady Hat
Value: 40
Powered: 1
Weight: 50
Health: 1
DR: Sneak +5, Perception +1
Effects:
Sheriff's Hat
Value: 35
Weight: 1
Health: 40
DR: 1
Effects: Perception +1
Stormchaser Hat
Value: 6
Weight: 1
Health: 10
DR: 1
Effects: Perception +1
Surgical Mask
Value: 6
Weight: 1
Health: 10
DR: 1
Effects: Medicine +5, Poison Resistance +5%, Radiation Resistance +5%
Takoma Park Little Leaguer Cap
Value: 60
Weight: 1
Health: 15
DR: 1
Effects: Melee Weapons +5, Explosives +5, Melee Damage +5
Three Dog's Head Wrap
Value: 200
Weight: 0
Health: 15
DR: 2
Effects: Charisma +1, Luck +1
================================================================================
[3.IV] Items, Alcohol and Chems
*note* many items have been left outside and collected radiation, and therefore
when you eat them you will gain a little bit of exposure which you can
track on your Pip-Boy. The effects are:
0: No effect
200: Endurance -1
400: Endurance -2, Agility -1
600: Endurance -3, Agility -2, Strength -1
800: Endurance -3, Agility -2, Strength -2
1,000: Instant Death
Under "Effects," Rads are the amount of exposure added
Also, if there is an addiction, you will get withdrawal after a certain time and
that will affect your stats. You can take an addictive Chem twice before there's
a chance that you can get addicted, but you'll then have to wait 30 hours before
you can take that Chem without having a chance of getting addicted.
With Alcohol, there is always a 5% chance of addiction, and Scotch, Whiskey and
Vodka always has a 10% chance of addiction.
You can always cure addiction (and radiation) by going to a doctor.
--------------------------------------------------------------------------------
Food
Ant Meat
Weight: 1
Cost: 4
Quest: No
Addiction: No
Effects: Health +5, Rads +3
Ant Nectar
Weight: 0.25
Cost: 20
Quest: No
Addiction: Yes
Effects: Intelligence +2, Charisma +2, Strength +4, lasts 4 minutes
Blamco Mac and Cheese
Weight: 1
Cost: 5
Quest: No
Addiction: No
Effects: Health +5, Rads +3
Bloatify Meat
Weight: 1
Cost: 4
Quest: No
Addiction: No
Effects: Health +5, Rads +3
Blood Pack
Weight: 1
Cost: 5
Quest: Yes
Addiction: No
Effects: Health +1 (+20 if you complete the Blood Ties Quest)
Brahmin Steak
Weight: 1
Cost: 5
Quest: No
Addiction: No
Effects: Health +5, Rads +3
Bubblegum
Weight: 1
Cost: 1
Quest: No
Addiction: No
Effects: Health +1, Rads +1
Cave Fungus
Weight: 1
Cost: 50
Quest: No
Addiction: No
Effects: Health +5, Rads +10
Cram
Weight: 1
Cost: 5
Quest: No
Addiction: No
Effects: Health +5, Rads +3
Crispy Squirrel Bits
Weight: 1
Cost: 5
Quest: No
Addiction: No
Effects: Health +5, Rads +3
Crunchy Mutfruit
Weight: 1
Cost: 5
Quest: No
Addiction: No
Effects: Health +5, Rads +3
Dandy Boy Apples
Weight: 1
Cost: 5
Quest: No
Addiction: No
Effects: Health +5, Rads +3
Dirty Water
Weight: 1
Cost: 10
Quest: No
Addiction: No
Effects: Health +10, Rads +6
Dog Meat
Weight: 1
Cost: 4
Quest: No
Addiction: No
Effects: Health +5, Rads +3
Fancy Lads Snack Cakes
Weight: 1
Cost: 5
Quest: No
Addiction: No
Effects: Health +5, Rads +3
Fire Ant Nectar
Weight: 1
Cost: 20
Quest: Yes
Addiction: No
Effects: Agility +4, Intelligence -3, Fire Resistance +25%, lasts 2 mins.
Fresh Apple
Weight: 1
Cost: 5
Quest: No
Addiction: No
Effects: Health +10
Fresh Carrot
Weight: 1
Cost: 5
Quest: No
Addiction: No
Effects: Health +10
Fresh Pear
Weight: 1
Cost: 5
Quest: No
Addiction: No
Effects: Health +10
Fresh Potato
Weight: 1
Cost: 5
Quest: No
Addiction: No
Effects: Health +10
Gum Drops
Weight: 1
Cost: 2
Quest: No
Addiction: No
Effects: Health +1, Rads +1
Hatchling Mirel