Fallout 4 v1.9



250 Results For LSCR:DESC 250 Max
A "heavy" is a Railroad agent tasked with bringing the fight directly to the Institute. Their training prepares them for the most difficult and dangerous assignments available.
A favorite of the gangster-like Triggermen, the Submachine Gun is a rapid-fire automatic weapon with a high ammo capacity.
A pre-war chem favored by those looking for a "happy escape," Daytripper raises both Charisma and Luck, but lowers Strength, for a limited period of time.
A suppressor will reduce both the sound and recoil of a gun.
According to local history, the Institute formed from the remains of C.I.T., the Commonwealth Institute of Technology. But the college itself has lain in ruins for more than two centuries.
Across the Commonwealth, some of the fiercest Raider leaders have scavenged old suits of Power Armor and restored them to full working order.
Actively blocking against a melee attacker might cause them to recoil, and deal no damage.
Actively blocking against a melee attacker might cause them to recoil, and render their attack useless.
Adhesive is rare, and used to create nearly every mod.
After developing the Molecular Relay, an advanced teleportation device, the Institute sealed off access to the surface and began their campaign of underground expansion.
Agility is a measure of your overall finesse and reflexes. It determines your Action Points in V.A.T.S. and your ability to sneak.
All across the United States, in the aftermath of the Great War, the bottle caps of Nuka-Cola are the most commonly used currency.
America in the year 2077 is a land of advanced technological achievements... and terrible civil strife. As in any age, most ordinary people want only one thing - a happy, peaceful life.
America in the year 2077 was a land of advanced technological achievements... and terrible civil strife. As in any age, most ordinary people wanted only one thing - a happy, peaceful life. What they got was complete nuclear annihilation.
Anyone recruited into the Brotherhood of Steel starts at the rank of Initiate, and is mentored by a higher-ranking sponsor.
As rare as it is powerful, Addictol completely cures its user of all addictions.
At a Weapons Workbench, you can change the mods in the Receiver, Barrel, Grip, Magazine, Sight and Muzzle slots of most guns.
At the Mega Surgery Center, Diamond City residents can undergo facial reconstruction, if they tire of the same old look.
Automated Turrets will track and attack their targets relentlessly, but can often be reprogrammed from a nearby computer terminal.
Automatic weapons fire continuously as their trigger is pulled. They include, but are not limited to, the Submachine Gun, and versions of the Assault Rifle and Combat Rifle.
Because of its size, the Sentry Bot generates a significant amount of heat. During combat, it will occasionally enter a "cooldown" state. When this happens, the Sentry Bot's back panel will open, exposing its Fusion Core... and presenting the best moment to strike.
Because of the "spread" inherent in this class of weapon, shotguns do more damage the closer they are to the target.
Before the Great War, Mass Fusion was Boston's premiere utility, providing power to all of Massachusetts.
Before the war, C.I.T. conducted experiments in its underground nuclear reactor. Today, it has been repurposed, and once activated will provide the Institute with nearly limitless power.
Before the war, Fort Strong was a U.S. Army base and proving ground for experimental weapons, like the Fat Man nuclear catapult. It has since been overrun by Super Mutants.
Before the war, Vault-Tec began construction of Vault 114 inside Boston's Park Street subway station. The project was never completed, but that matters little to the gangsters who have taken up residence there.
Bobbi No-Nose is a small-time operator with big-time plans. Every place she sets up shop inevitably turns into a base of operations.
Buffout is a powerful steroid that gained popularity with athletes before the Great War. It grants temporary bonuses to Strength, Endurance and maximum Health.
Built in the remnants of an old subway station, the Third Rail offers live jazz, stiff drinks, and a good chance to meet bad people.
Charisma is your ability to charm and convince others. It affects your success to persuade in dialogue and prices when you barter.
Children born into the Brotherhood of Steel begin their training, and indoctrination, as Squires.
Combat Armor offers balanced protection against both energy and ballistic damage.
Combat too hard or too easy? You can change the game's difficulty at any time.
Created before the war as a general performance enhancer, X-Cell never got out of the prototype stage, but was widely distributed on the black market. It boosts every SPECIAL attribute for a limited period of time, but is highly addictive.
Created by General Atomics International as a domestic servant robot, Mister Handy is equipped with tools that can be used as weapons, if the need arises.
Crouching will both improve your accuracy, and activate sneak mode.
Diamond City Radio broadcasts the most popular music from before the war, as well as more recent news stories.
Diamond City was constructed in the remains of Boston's world-renowned baseball stadium.
Diamond City's newspaper, Publick Occurrences, gets its name from the first newspaper ever published in Boston, in 1690.
Diamond City's non-denominational All Faiths Chapel offers services and counseling for all of Diamond City's residents, regardless of religion.
Diamond City, the "Great Green Jewel" of the Commonwealth, is the area's largest and most secure settlement.
Doctors, located in most settlements, provide a variety of services. They can heal all wounds (including crippled limbs), cure radiation damage and cure addiction to chems and alcohol. Most of them also sell medical supplies.
Drinking from a water source is always a tactical choice - you will usually restore lost Health, but raise your radiation level.
Each companion has their own likes and dislikes. Some actions will earn their respect. Others, their disappointment.
Each installment of the US Covert Ops Training Manual you collect adds a rank in the Infiltration perk, which grants a slight increase to your sneak chance.
Each issue of Robco Fun includes a holotape containing a unique game, which can be played on your Pip-Boy or any terminal.
Endurance is a measure of your overall physical fitness. It affects your total Health and the Action Point drain from sprinting.
Even without any pieces, a Power Armor frame provides a variety of advantages, like increased carry weight, greater melee damage and the elimination of falling damage.
Every installment of the Wasteland Survival Guide you collect adds a version of the Wasteland Survival perk, which grants a unique bonus, like faster swim speed or double meat on slain animals.
Every issue of Astoundingly Awesome Tales you collect adds a version of the Astoundingly Awesome perk, which grants a unique bonus, like more damage inflicted at night or improved radiation resistance.
Every issue of Grognak the Barbarian you collect adds a rank in the Barbarian perk, which grants a slight increase to melee and unarmed damage.
Every issue of Guns and Bullets you collect adds a rank in the Marksman perk, which grants a slight increase to Critical hit damage.
Every issue of Hot Rodder you collect adds a new, unique paint job for your Power Armor, available at any Power Armor Station.
Every issue of Le Coiffe you collect adds a new, unique hairstyle, available at any barber.
Every issue of Live & Love you collect adds a unique bonus for companions, like increased damage or more health.
Every issue of Picket Fences you collect adds a new, unique element to construct at any Workshop.
Every issue of Taboo Tattoos you collect adds a new, unique facial tattoo, available at any facial reconstruction surgeon.
Every issue of Tales of a Junktown Jerky Vendor you collect adds a rank in the Junktown Vendor perk, which slightly improves prices with merchants.
Every issue of Tesla Science Magazine you collect adds a rank in the Tesla Science perk, which grants a slight increase to Critical hit damage with Energy weapons.
Every issue of The Massachusetts Surgical journal you collect adds a slight increase to enemy limb damage.
Every issue of The Unstoppables you collect adds a rank in the Unstoppable perk, which grants a slight increase to the chance that an enemy attack will do no damage.
Every issue of Total Hack you collect adds a new, unique functionality to certain terminals, like the ability to control spotlights or turrets.
Every issue of Tumblers Today you collect slightly increases the "sweet spot" when lockpicking.
Every time you level up, your Health increases and you get to choose a new perk.
Every Workbench, Crafting Station and Modding Station in a single settlement shares resources. Using one will grant you access to anything placed in the others.
Exiting back to the Main Menu will create an Exitsave. Next time you play and load the Exitsave, it will delete itself until the next time you exit back to the Main Menu.
Feeling lucky? You should! With the Four Leaf Clover perk, each hit in V.A.T.S. has a chance to fill your critical meter.
For fast, effective healing of both overall health and every injured body part, nothing beats a Stimpak.
For the people of the Commonwealth, the idea of someone they know being replaced by an Institute synth is a very real threat.
Fort Independence was named in 1797, at a ceremony presided over by President John Adams. Before then, it was known as Castle William, and then Fort Adams. Before its destruction in 2240, the fortification served as an apt headquarters for the Minutemen.
Free your mind.
Goodneighbor was built in and around the remains of Boston's old red light district, Scollay Square.
Goodneighbor was founded in the year 2240, by a group of criminals who were banished from Diamond City.
Goodneighbor's residents come from every walk of life, and the settlement welcomes anyone strong enough to remain free, from robots and Ghouls to criminals and chem addicts.
Grown attached to a weapon? Give it a custom name at any Weapons Workbench.
Guns with long barrels have increased accuracy while aimed, but decreased accuracy when shot "from the hip."
Heavier weapons typically deal more damage, but take up more weight in your inventory, and slow you down when they're equipped.
Heavy guns are generally large, bulky, and exceedingly powerful. They include, but are not limited to, the Broadsider, Fatman, Flamer, Gatling Laser, Minigun and Missile Launcher.
If a companion goes down in combat, use a Stimpak on them to bring them back into the fight.
If the conspiracy theorists are to be believed, Earth has been visited by an alien species on several occasions. These "Zetans" are said to be armed with powerful energy beam weapons that can completely disintegrate enemies.
If there's a skull displayed next to an enemy's name, it means they're several levels higher than you, and may be difficult to defeat in combat. In such cases, running away and returning when you're stronger might be the wisest course of action.
If there's one place in the entire Commonwealth where people don't fear the Institute, it's Goodneighbor. They love the freedom their community provides, and would do anything necessary to defend it.
If you have too many quest targets, check the Quests section of your Pip-Boy to see if you have more than one active quest. In the Miscellaneous category, you can turn each objective on or off.
If you start a fight you can't finish, try putting away your weapon. There's a slight chance your opponent just might forgive you...
If you'd like to adventure alone, or with someone else, you can dismiss your current companion by speaking with them.
In combat, the police model of Protectron relies on strong melee attacks and a painful electric shock.
In Goodneighbor, taking the law into your own hands isn't only allowed, it's expected. The settlement has one overriding rule - respect others, or face the consequences.
In Survival, a food's bonus effects, such as increased carry weight from Radstag steak, will only apply if eaten when you are not currently hungry. Make sure to take care of the basics before eating for bonuses.
In Survival, Adrenaline provides a bonus to your damage output. The higher your Adrenaline, the higher the damage bonus. Sleeping for any amount of time will lower your Adrenaline, taking your damage bonus down with it.
In Survival, an items value is often a good way to determine how much hunger or thirst it might counter. Keep in mind, certain items may not give you the results you expect. For example, Chems and Alcohol dehydrate, Caffeine makes you hungry, etc.
In Survival, Antibiotics, which can be crafted at Chem Stations, purchased from doctors or found in medical containers, instantly heal the various effects of Illness.
In Survival, both you and your companion's Carry Weight has been significantly reduced. Exceeding your carry weight reduces your Endurance and Agility stats, and periodically damages your legs and health. Think of your back!
In Survival, both you and your foes are deadlier than ever. Don't expect to survive more than a few hits from most enemies.
In Survival, Crippled limbs will no longer auto-heal after combat. You will remain crippled until you are healed from a Stimpak or until you sleep it off.
In Survival, eating uncooked meat, drinking unpurified water, taking damage from disease-ridden foes and using harmful Chems all put your body at increased risk for various ill effects. Be smart and keep Antibiotics handy.
In Survival, enemies no longer appear on your compass. Keep your eyes peeled, and your weapon ready.
In Survival, Fast Travel is disabled. If you wish to be somewhere, you'll have to get there the old-fashioned way.
In Survival, Fatigue works like radiation, but affects your Action Points (AP) rather than your Hit Points (HP). Fatigue mostly comes from being tired, but both hunger and thirst also affect it. The more Fatigue you've built up, the less AP you'll have for actions like sprinting and VATS.
In Survival, going without food, water of rest will begin to adversely affect your health, hurting your SPECIAL stats, adding to your Fatigue, lowering your immunity, and eventually even dealing physical damage to you.
In Survival, if your companion goes down during combat, you must heal them before they can get back up. If you leave the area without healing them, they will return home to recover.
In Survival, items that cleanse your body of Rads come with the cost of making you tired and temporarily damaging your immunity, leaving you more vulnerable to Illness than usual.
In Survival, large doses of Caffeine, such as that found in Nuka-Cola Quantum, gives you a short reprieve from your tiredness, possibly buying you time to finish a fight or find a bed.
In Survival, manual, quicksaving & most autosaves are disabled. To save your game, you'll need to find a bed and sleep for at least an hour.
In Survival, Stimpaks and Ammo both have weight. Bullets and shells have a small amount of weight, which varies by caliber. Heavier items such as fusion cores, rockets, and mini-nukes can really drag you down.
In Survival, the type of bed you're sleeping in determines the length of time you're able to stay asleep. A sleeping bag will save your game and may save your life, but it'll never give you a full night's rest and the benefits that come with it.
In Survival, you'll find it difficult to survive without taking proper care of yourself. Going for extended periods of time without food, water, or rest will begin to adversely affect your health. Stay hydrated, fed, and rested to remain combat-ready.
In the year 2077, the world was destroyed by nuclear fire. Very few managed to escape to the safety of the Vaults.
In the year 2229, a mysterious visitor to Diamond City killed several people. It was only after he was shot dead by city security that the stranger was revealed to be a synth. The people of the Commonwealth have feared the Institute ever since.
In the years before the war, ArcJet Systems was a successful military and civilian aerospace contractor, specializing in communications and propulsion systems.
In the years before the war, Fort Hagen was an important military command facility. Today, it is used as a base of operations for Kellogg, the cybernetically-enhanced mercenary employed by the Institute.
Inside every synth Courser is a specialized chip that is instrumental in "relaying" into the Institute. Obtaining that chip is the first step in infiltrating the shadowy organization.
Institute scientists rarely leave the safety and comfort of their underground utopia. If there are experiments to be conducted on the surface, they are generally carried out by synths.
Institute synths come in a variety of models, from the skeletal Gen 1 to the advanced Gen 3, which is indistinguishable from a human.
Intelligence is a measure of your overall mental acuity, and affects the number of Experience Points earned.
Is the struggle of this world merely a pleasant game for you? Do you long for a more brutal take on a life lived post apocalypse? If you answered "Yes and yes!", Survival difficulty is for you!
Laser rifles and pistols deal powerful energy damage, and can completely disintegrate defeated foes.
Leather Armor offers additional protection against energy damage.
Liberty Prime was a failed pre-war military project. The Brotherhood of Steel completed that project, and the giant robot is now the most powerful weapon in their arsenal.
Like the Minutemen of the Revolutionary era, the modern day Minutemen are dedicated to defending the people of Massachusetts, at a minute's notice.
Long ago, when the Institute created their first synths, they attempted to work peacefully with the people of the Commonwealth. Mutual mistrust ended that relationship quickly.
Luck is a measure of your general good fortune, and affects the recharge rate of Critical Hits.
Many people in the Commonwealth view the Institute as the "boogeyman," living in the shadows, striking out anywhere, at any time.
Med-X is a powerful pain killer that effectively increases Damage Resistance for a limited period of time.
Melee attacks on enemies can stagger them, interrupting their attacks.
Metal Armor offers additional protection against ballistic damage.
Mole Rats often travel underground and then burst through the surface to ambush their prey.
Most Brotherhood of Steel soldiers utilize the most effective, technologically advanced equipment available, like laser weapons and Power Armor.
Most Mirelurks are heavily armored and resistant to most forms of damage, but their faces are vulnerable.
Most shops are open during daylight hours, and closed at night.
Muzzle brakes and compensators help reduce the recoil on automatic weapons.
Need a real challenge? Try Survival difficulty. Health restoration will be severely reduced.
Need to get smart, quick? Mentats will boost both your Perception and Intelligence for a limited period of time.
Need to pass some some time in a hurry? Using any piece of unowned furniture will allow you to "Wait" for up to 24 hours.
No creature represents the danger of the Wasteland as much as the Deathclaw, which uses razor-sharp claws to rip apart its prey... in seconds.
No one knows just how powerful the Railroad is, or if they even possess the means to defeat their sworn enemy - the Institute.
Not only do Bloodbugs suck the blood of their victims, but they will often shoot it back at them, causing distorted vision.
Now little more than a flophouse, Goodneighbor's Hotel Rexford was once the center of a thriving chem trade.
Nuka-Cola, the most popular American soda before the war, manufactured so many bottles that the drink can still be found and enjoyed now, more than 200 years later.
On the morning of Saturday, October 23, 2077 America was consumed by the flames of nuclear war. The war with China had finally reached its cataclysmic conclusion.
Once the local office of Galaxy News Network, GNN Plaza is now the headquarters of the Gunners, the Commonwealth's most organized and dangerous mercenary group.
Once you discover a location, you can use your map to fast travel back to it. Normally, you must be outside to do so, but there are exceptions.
One of the Wasteland's most disgusting creatures, the Bloatfly shoots its maggots as projectiles, and often explodes upon death.
Originally "The Commonwealth of Massachusetts," the state became known only as the "The Commonwealth" after the Great War of 2077.
Originally developed by the United States military to increase soldiers' combat effectiveness, Psycho grants the user increased Damage output and Damage Resistance for a limited period of time.
Originally named by the descendants of those held in Chinese internment camps before the Great War, the Yao Guai is a ferocious mutated bear.
P.A.M., or the Predictive Analytical Machine, is a unique robot with advanced artificial intelligence, originally built to predict and stop a nuclear war. While she ultimately failed in that duty, P.A.M. has proven instrumental to the Railroad's operations.
Perception is your sense of environmental awareness and affects the hit chance in V.A.T.S.
Piloted by Lancer-Captain Kells, the Prydwen has traveled extensively along the East Coast... but this is its first journey to the Commonwealth.
Pipe weapons are crude, low-tech, widely available... and highly modifiable. They are favored by the Commonwealth's Raider groups.
Pistols are generally small, and require one hand to fire. They include, but are not limited to, the 10mm, .44, Alien Blaster and Gamma Gun.
Plasma rifles and pistols deal even more energy damage than laser weapons, and can "gooify" defeated foes.
Popular with beatniks and intellectuals before the Great War, Daddy-O raises Intelligence and Perception, but lowers Charisma, for a limited period of time.
Power Armor can be enhanced with a variety of mods that add specialized functionality, like a jet boost, Tesla damage field, explosive impact landing, integrated Stealth Boy, and auto Stimpaks.
Pre-war military checkpoints, scattered throughout the Commonwealth, are a great place to find Fusion Cores.
Prefer to go it alone? With the Lone Wanderer perk, you'll take less damage and be able to carry more equipment when you adventure without a companion or dog.
Press and hold the Pip-Boy button to turn on its light and illuminate dark areas.
Rad-X significantly increases your Radiation Resistance for a limited period of time. RadAway completely removes any radiation you've already been exposed to.
Radiation has mutated the common Emperor Scorpion into the deadly Radscorpion, one of the Wasteland's fiercest predators. Beware its claws and poisoned stinger.
Radio Freedom is the radio station of the Minutemen, and allows them to broadcast alerts all across the Commonwealth from their headquarters in the Castle.
Raiders are the scourge of the Wasteland, in the Commonwealth and everywhere else. Loosely organized, with a power hierarchy based on pure ruthlessness, they will attack anyone at any time... for any reason.
Railroad agents communicate via "railsigns," secret symbols scrawled throughout the Commonwealth that indicate dangers, allies and even the occasional cache of goods.
Rifles are generally long, of average size, and require two hands to fire. They include, but are not limited to, the Assault Rifle, Combat Rifle, Combat Shotgun, Double-Barrel Shotgun, Hunting Rifle, Laser Musket and Submachine Gun.
Robots tend to get more dangerous as they get more damaged. When both their arms are disabled, most robots will then charge at an opponent while initiating a self-destruct sequence, and explode in a fiery final attack.
Running is noisier than walking and makes you easier to detect. To effectively sneak, stay low and slow.
Sanctuary Hills represents the latest in planned communities, and is home to a diverse range of families.
Semi-automatic and bolt action weapons fire one shot with each pull of their trigger. They include, but are not limited to, the Alien Blaster, Double-Barrel Shotgun, Gauss Rifle, Hunting Rifle, Laser Musket and Pipe Revolver.
Sick of carrying around all that useless stuff? Load it into the Junk Jet, and shoot it at unsuspecting enemies. You haven't lived until you've killed someone with a teddy bear.
Sleeping in a bed when your romantic companion is nearby will grant the Lover's Embrace perk, which grants a significant boost to any earned XP for a limited time.
Sleeping in a rented or owned bed will give you a "Well Rested" bonus that boosts your earned XP for for a limited time.
Sleeping in any bed will fully restore your Health and heal any crippled body parts.
Small, dependable, reasonably powerful and widely available, the 10mm Pistol has been a staple of Wasteland combat since the bombs first fell.
Some creatures, like the Mirelurk King, Chameleon Deathclaw and Sentry Bot, can utilize stealth to turn themselves almost invisible and ambush unwary prey.
Some weapons can completely disintegrate or "gooify" an enemy upon death. Don't worry - you can still retrieve any loot from their pile of ashes. Or... puddle.
Specially constructed from the severed appendage of a dead Deathclaw, the Deathclaw Gauntlet allows its user to viciously slash at enemies for incredibly high damage.
Strength is a measure of your raw physical power. It affects how much you can carry, and determines the effectiveness of all melee attacks.
Successful attacks in V.A.T.S. build your Critical meter. Once the meter is filled, you can unleash a devastating attack.
Successful attacks in V.A.T.S. fill your Critical meter. Once it's completely filled, you can unleash a devastating attack.
Super Mutants are often accompanied by Mutant Hounds, monstrous dogs that are just as dangerous as their masters.
Super Mutants are stronger and more resilient than humans, and consider themselves the Commonwealth's superior race.
Take the Chemist perk, and the effects of any ingested chems will last longer.
The Action Boy and Action Girl perks speed the regeneration of your Action Points.
The Advanced Systems division is responsible for developing the original Molecular Relay, nearly one hundred years ago.
The Aquaboy and Aquagirl perks allow you to breathe underwater, remove radiation damage while swimming, and may even make you undetectable while submerged.
The Armorer perk grants access to more effective armor mods.
The Assaultron robot was constructed by RobCo and sold to the U.S. military as a frontline wartime combatant. It is fast and deadly at close range, and employs a devastating laser at a distance. Some units can even employ stealth technology.
The Attack Dog perk allows your canine companion to grab an enemy's limb in combat, increasing your chance to hit in V.A.T.S. and possibly causing additional damage as well.
The Awareness perk allows you to view a target's damage resistances when you're in V.A.T.S.
The Basher perk improves the effectiveness of gun bashing by adding extra damage, and possibly crippling a limb or causing a Critical Hit.
The Better Criticals perk increases the damage done with every Critical Hit.
The BioScience division produces the majority of the Institute's food, but also carries out a number of other, sometimes secret, projects.
The Black Widow and Lady Killer perks grant bonus damage against members of the opposite sex, and make it easier to persuade them in dialogue.
The Blacksmith perk grants access to more effective melee weapon mods.
The Blitz perk increases the maximum distance of melee attacks in V.A.T.S., and can even cause more damage based on distance.
The Broadsider is the answer to that age-old question: "Would it be fun to walk around and shoot people with a portable naval cannon?" Yes. Yes it would.
The Brotherhood of Steel is dedicated to the advancement of humanity, and views mutation as a scourge. Super Mutants, Ghouls and any other "abominations" have been deemed impure, and must be eradicated.
The Cannibal perk grants the ability to feast on humanoid corpses to restore lost health.
The Caps Collector perk gives better prices when bartering, and even leads to merchants having more caps for transactions.
The Chem Resistant perk reduces the likelihood that you'll get addicted to chems. At the highest rank, it grants total immunity to addiction.
The Colonial Taphouse is Diamond City's upscale tavern, where the settlement's more wealthy residents drink, socialize, and generally look down on everyone else.
The Commando perk offers significant bonuses with automatic weapons. Depending on the rank, you may inflict more damage, gain improved hip fire accuracy, or stagger an enemy.
The Commonwealth is a dangerous place, but tends to get considerably more dangerous the farther south you travel...
The Commonwealth is occasionally plagued by radiation storms that blow in from the Glowing Sea, far to the southwest.
The Commonwealth lacks any sort of institutional justice system. Criminal wrongdoing is dealt with harshly, and usually ends when the perpetrator or victim lies dead.
The Concord Museum of Freedom was a popular tourist destination before the war, and featured historical exhibits ranging from the American Revolution, all the way up to the Battle of Anchorage.
The construction model of Protectron was built to take damage. Some versions also come equipped with an internal nail gun, which they can utilize in combat.
The Courser Chip is the key to infiltrating the Institute. But first, it must be decoded...
The Critical Banker perk allows you to save up an increasing number of Critical Hits, to be used when they're needed most.
The Cryolator is a powerful prototype rifle that can completely freeze enemies.
The crypt beneath the Old North Church once contained the bones of more than 1000 Bostonians buried in the 19th and 18th centuries. Today it serves as headquarters for the enigmatic Railroad, a group dedicated to saving synths and destroying the Institute.
The Demolition perk increases the damage of explosives, and allows you to craft explosives at any Chemistry Station. Higher ranks add a preview arc to thrown grenades, and widen the affected area of explosions.
The Diamond City Schoolhouse offers a free education to all of the settlement's children, regardless of family or social status.
The Fat Man is perhaps the most devastating infantry weapon ever unleashed upon the modern battlefield - a hand-held catapult that launches portable nuclear bombs.
The fiercest flying insect in the Commonwealth, the Stingwing strikes relentlessly with its poisoned stinger.
The firefighter model of Protectron is equipped with an internal cryo gun it can utilize in any combat situation.
The Flamer is a specially engineered flamethrower suited for extended combat engagements. It delivers sustained energy damage and can completely immolate a target.
The Gamma Gun emits radiation that is deadly to humans, but ineffective against almost all Ghouls, robots and Wasteland creatures.
The Gauss Rifle uses magnetic induction to propel a projectile at incredible, and devastating speed. Each shot can be "charged" for maximum damage by keeping the trigger held in for a moment before releasing.
The Glowing Sea is the most highly irradiated region in the entire Commonwealth. According to local legend, it was ground zero for the high-yield nuclear blast that devastated most of Massachusetts.
The Gun Nut perk grants access to more effective gun mods.
The Gunners are the Commonwealth's most well organized mercenary group. Unscrupulous and highly skilled, they will take any contract... if the price is right.
The Hacker perk allows you to hack increasingly difficult computer terminals, and may even prevent a lockout.
The Heavy Gunner perk offers significant bonuses with heavy weapons. Depending on the rank, you may inflict more damage, gain improved hip fire accuracy, or even stagger an enemy.
The hideously mutated, two-headed Radstag is a pathetic creature that will likely run at the first sign of contact. But if forced to fight, it can prove a deadly opponent.
The higher the difficulty setting, the greater your chance of finding Legendary items.
The higher the Happiness of your workshop settlements, the more productive their settlers.
The highest rank a Brotherhood of Steel soldier can achieve is Sentinel. New Elders are very specifically - and very rarely - selected.
The Institute allows humans to live in a clean, safe, comfortable environment, free from the strife and environmental hazards that have rendered the surface nearly uninhabitable.
The Institute discovered the Railroad's previous headquarters, and nearly destroyed the group in the process. If the current HQ were to be discovered, it would prove disastrous.
The Institute is actually an advanced subterranean metropolis, a technological marvel unlike anything seen on the surface of the Commonwealth.
The Institute is convinced that the surface of the Commonwealth is doomed, and the true future of the human race lies underground.
The Institute is ruled by a Directorate, made up of the individual heads of each division, and one specially-appointed Director.
The Institute often sends its synths to the surface to scavenge for usable materials. The affect this has on the Commonwealth, or its people, is not a priority...
The Institute was officially founded in the year 2110 by a group a of former Commonwealth Institute of Technology students who took refuge in the college's underground level at the time of the Great War.
The Institute's experiments with the Forced Evolutionary Virus, or FEV, ended when Doctor Virgil went rogue and fled into the Commonwealth.
The Laser Musket combines high-tech energy damage with Revolutionary style. Each crank of its handle loads additional Fusion Cell ammo, and the weapon can be cranked multiple times to increase the damage of a single shot.
The Lead Belly perk reduces, or even eliminates, radiation damage from eating or drinking.
The Life Giver perk raises your maximum Health, and can even lead to regeneration.
The Local Leader perk allows you to do more at workshop settlements, like assign supply lines, and build stores and workbenches.
The Locksmith perk allows you to open increasingly difficult locks, and may even prevent your picks from breaking.
The meat obtained from many of the Wasteland's animals can be specially prepared at Cooking Stations, and turned into food items that can heal radiation damage and provide unique bonuses.
The medic model of Protectron was designed to use its hands as a defibrillator. In combat, it utilizes this ability as a painful shock attack.
The Medic perk increases both the speed and effectiveness of Stimpaks and RadAway.
The Minutemen first rose to prominence in the year 2180, when they defended Diamond City against a horde of Super Mutant attackers.
The Minutemen once made their headquarters in South Boston's Fort Independence, also known as "the Castle." That ended when a giant creature rose from the sea decades ago and laid it to waste.
The Minutemen were formed over a century ago by ordinary people who simply wanted to defend their home, the Commonwealth, from any threat imaginable. Sadly, the group has fallen into disarray in recent years.
The Miss Nanny robot was created by General Atomics International as the female equivalent of the Mister Handy. As such, it carries similar built-in armaments.
The Mister Gutsy was created by General Atomics International as a combat alternative to its domestic Mister Handy robot.
The Mister Sandman perk allows you to instantly kill a sleeping person, and may improve the damage inflicted with silenced weapons.
The Nerd Rage perk triggers a unique ability when your Health gets too low - time slows, you deal more damage while suffering less, and killing an enemy may actually heal you.
The Night Person perk increases both your Perception and Intelligence during nighttime hours, and may even grant night vision while sneaking.




The greatest teacher, failure is.

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