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1aaCharGenLoadAmerica 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.
2aaCharGenLoad2On 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.
3Armor01PowerArmor1Even 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.
4Armor02PowerArmor2You can mix and match all different kinds of Power Armor pieces on a single frame, and add mods to most of those pieces to increase their effectiveness.
5Armor03PowerArmor3Power 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.
6Armor03PowerArmor4RaiderAcross the Commonwealth, some of the fiercest Raider leaders have scavenged old suits of Power Armor and restored them to full working order.
7Armor03PowerArmor5T45The T-45 series was the first version of Power Armor ever employed on the battlefield by the U.S. military. Many suits remain active in the Wasteland today, and provide their wearers with substantial protection.
8Armor03PowerArmor6T51The T-51 series of Power Armor was the pinnacle of mechanized protection before the Great War. First introduced in the Battle of Anchorage, it is highly valued today for its increased protective capabilities.
9Armor03PowerArmor7T60The T-60 series of Power Armor saw extensive use by the United States Army after the Battle of Anchorage. In fact, soldiers in T-60 Power Armor were among those trying to retain order on October 23, 2077 - the day America fell to atomic war...
10Armor03PowerArmor8X01The X-01 series of Power Armor was specially engineered and employed by remnants of the U.S. military after the Great War, and offers increased protection over the older, pre-war models.
11Armor04UnderarmorThe Vault Suit and a few other pieces of clothing, like Long Johns and Raider Leathers, are thin enough to be worn underneath additional pieces of armor.
12Armor05LeatherLeather Armor offers additional protection against energy damage.
13Armor06MetalMetal Armor offers additional protection against ballistic damage.
14Armor07CombatCombat Armor offers balanced protection against both energy and ballistic damage.
15Chems01BuffoutBuffout is a powerful steroid that gained popularity with athletes before the Great War. It grants temporary bonuses to Strength, Endurance and maximum Health.
16Chems02JetUsing Jet creates an altered state of consciousness where time appears to slow, allowing you to perform more actions than normal for a limited period of time.
17Chems03PsychoOriginally 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.
18Chems04MentatsNeed to get smart, quick? Mentats will boost both your Perception and Intelligence for a limited period of time.
19Chems05RadMedsRad-X significantly increases your Radiation Resistance for a limited period of time. RadAway completely removes any radiation you've already been exposed to.
20Chems06StimpakFor fast, effective healing of both overall health and every injured body part, nothing beats a Stimpak.
21Chems07AddictionUsing chems or alcohol can provide powerful temporary boosts, but can also lead to addiction. When addicted, you have to consistently take the chem or alcohol - failing to do so will inflict a severe stat penalty.
22Chems08DaddyOPopular with beatniks and intellectuals before the Great War, Daddy-O raises Intelligence and Perception, but lowers Charisma, for a limited period of time.
23Chems09DaytripperA 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.
24Chems10XCellCreated 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.
25Chems11MedXMed-X is a powerful pain killer that effectively increases Damage Resistance for a limited period of time.
26Chems12AddictolAs rare as it is powerful, Addictol completely cures its user of all addictions.
27Chems13AddictionCureTo cure addiction, visit a doctor in any major settlement.
28CityDiamondCity01Diamond City was constructed in the remains of Boston's world-renowned baseball stadium.
29CityDiamondCity02Diamond City, the "Great Green Jewel" of the Commonwealth, is the area's largest and most secure settlement.
30CityDiamondCity03Diamond City's non-denominational All Faiths Chapel offers services and counseling for all of Diamond City's residents, regardless of religion.
31CityDiamondCity04In 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.
32CityDiamondCity05Diamond City's newspaper, Publick Occurrences, gets its name from the first newspaper ever published in Boston, in 1690.
33CityDiamondCity06Diamond City Radio broadcasts the most popular music from before the war, as well as more recent news stories.
34CityDiamondCity07The Science Center has been instrumental in helping maintain Diamond City's power, robotics and agriculture.
35CityDiamondCity08At the Mega Surgery Center, Diamond City residents can undergo facial reconstruction, if they tire of the same old look.
36CityDiamondCity09The Colonial Taphouse is Diamond City's upscale tavern, where the settlement's more wealthy residents drink, socialize, and generally look down on everyone else.
37CityDiamondCity10The Diamond City Schoolhouse offers a free education to all of the settlement's children, regardless of family or social status.
38CityDiamondCity11Valentine's Detective Agency is run by private investigator Nick Valentine, who has helped many of the residents of Diamond City over the years.
39CityGoodneighbor01Bobbi No-Nose is a small-time operator with big-time plans. Every place she sets up shop inevitably turns into a base of operations.
40CityGoodneighbor02Now little more than a flophouse, Goodneighbor's Hotel Rexford was once the center of a thriving chem trade.
41CityGoodneighbor03The Old State House, once one of Boston's most renowned historic buildings, now serves as the headquarters of Goodneighbor's mayor, Hancock. According to popular legend, the leader took his name when he took the famous statesman's outfit, once on display.
42CityGoodneighbor04While chems are plentiful in Goodneighbor, there are those who claim the Memory Den offers the best high possible - the experience of reliving the past...
43CityGoodneighbor05Built in the remnants of an old subway station, the Third Rail offers live jazz, stiff drinks, and a good chance to meet bad people.
44CityGoodneighbor06Goodneighbor was built in and around the remains of Boston's old red light district, Scollay Square.
45CityGoodneighbor07Goodneighbor was founded in the year 2240, by a group of criminals who were banished from Diamond City.
46CityGoodneighbor08Goodneighbor'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.
47CityGoodneighbor09In 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.
48CityGoodneighbor10If 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.
49Combat01Want to prevent an enemy from fleeing? Cripple the legs.
50Combat02You can run faster with your weapon holstered, and fastest when sprinting.
51Combat03Heavier weapons typically deal more damage, but take up more weight in your inventory, and slow you down when they're equipped.
52Combat04Zooming in with a ranged weapon slows you down, but improves your accuracy.
53Combat05Crouching will both improve your accuracy, and activate sneak mode.
54Combat06If you start a fight you can't finish, try putting away your weapon. There's a slight chance your opponent just might forgive you...
55Combat07Melee attacks on enemies can stagger them, interrupting their attacks.
56Combat08Actively blocking against a melee attacker might cause them to recoil, and render their attack useless.
57Combat09Weapons and creatures can deliver four different types of damage: Ballistic, Energy, Radiation and Poison. Some enemies are naturally resistant against certain forms of damage, but specialized armor can also offer the same protection.
58Combat10Actively blocking against a melee attacker might cause them to recoil, and deal no damage.
59Combat11Use the bash button to deliver a melee attack with any ranged weapon.
60Combat12Some 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.
61Combat13To throw a grenade or Molotov cocktail, first equip it, and then hold the Bash/Power Attack button.
62Combat14When you set off a hostile mine, it will begin beeping a rapid countdown before exploding. If you're quick enough, you can activate the mine within that time to disarm it.
63Combat15CriticalMeterSuccessful attacks in V.A.T.S. build your Critical meter. Once the meter is filled, you can unleash a devastating attack.
64Companion01You can alter the weapons and attire of most companions by accessing the trade menu in dialogue.
65Companion02If you'd like to adventure alone, or with someone else, you can dismiss your current companion by speaking with them.
66Companion03Each companion has their own likes and dislikes. Some actions will earn their respect. Others, their disappointment.
67Companion04LoversEmbraceSleeping 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.
68CreatureAssaultronThe 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.
69CreatureBloatflyOne of the Wasteland's most disgusting creatures, the Bloatfly shoots its maggots as projectiles, and often explodes upon death.
70CreatureBloodbugNot only do Bloodbugs suck the blood of their victims, but they will often shoot it back at them, causing distorted vision.
71CreatureDeathclawNo creature represents the danger of the Wasteland as much as the Deathclaw, which uses razor-sharp claws to rip apart its prey... in seconds.
72CreatureDogThe Wasteland is home to a variety of dogs, from vicious wild curs to trained attack hounds.
73CreatureFeralGhoulWhile they can easily be mistaken for zombies, Feral Ghouls are actually horribly irradiated humans whose brains have rotted away, causing madness.
74CreatureGunnerThe Gunners are the Commonwealth's most well organized mercenary group. Unscrupulous and highly skilled, they will take any contract... if the price is right.
75CreatureInvisibleSome creatures, like the Mirelurk King, Chameleon Deathclaw and Sentry Bot, can utilize stealth to turn themselves almost invisible and ambush unwary prey.
76CreatureMirelurkMost Mirelurks are heavily armored and resistant to most forms of damage, but their faces are vulnerable.
77CreatureMissNannyThe 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.
78CreatureMoleratMole Rats often travel underground and then burst through the surface to ambush their prey.
79CreatureMrGutsyThe Mister Gutsy was created by General Atomics International as a combat alternative to its domestic Mister Handy robot.
80CreatureMrHandyCreated 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.
81CreatureMutantHoundSuper Mutants are often accompanied by Mutant Hounds, monstrous dogs that are just as dangerous as their masters.
82CreatureProtectronThe RobCo Protectron was constructed for a multitude of civil service applications, from security to firefighting.
83CreatureProtectronConstructionThe 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.
84CreatureProtectronFiremanThe firefighter model of Protectron is equipped with an internal cryo gun it can utilize in any combat situation.
85CreatureProtectronMedicThe medic model of Protectron was designed to use its hands as a defibrillator. In combat, it utilizes this ability as a painful shock attack.
86CreatureProtectronPoliceIn combat, the police model of Protectron relies on strong melee attacks and a painful electric shock.
87CreatureRadscorpionRadiation has mutated the common Emperor Scorpion into the deadly Radscorpion, one of the Wasteland's fiercest predators. Beware its claws and poisoned stinger.
88CreatureRadstagThe 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.
89CreatureRaiderRaiders 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.
90CreatureRobotsRobots 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.
91CreatureSentryBotThe Sentry Bot is one of the most dangerous robots ever created, and utilizes a variety of heavy weapons systems to destroy its enemies. Upon death, it erupts in a devastating explosion.
92CreatureSentryBot02Because 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.
93CreatureStingwingThe fiercest flying insect in the Commonwealth, the Stingwing strikes relentlessly with its poisoned stinger.
94CreatureSuperMutantSuper Mutants are stronger and more resilient than humans, and consider themselves the Commonwealth's superior race.
95CreatureSynthInstitute synths come in a variety of models, from the skeletal Gen 1 to the advanced Gen 3, which is indistinguishable from a human.
96CreatureTurretsAutomated Turrets will track and attack their targets relentlessly, but can often be reprogrammed from a nearby computer terminal.
97CreatureYaoGuaiOriginally named by the descendants of those held in Chinese internment camps before the Great War, the Yao Guai is a ferocious mutated bear.
98Crime01The Commonwealth lacks any sort of institutional justice system. Criminal wrongdoing is dealt with harshly, and usually ends when the perpetrator or victim lies dead.
99Crime02StealingWhen you steal an item, the owner will generally attempt to take it back from you. If they can't, they may attack.
100CriticalMeterSuccessful attacks in V.A.T.S. fill your Critical meter. Once it's completely filled, you can unleash a devastating attack.
101FactionBoS02Piloted by Lancer-Captain Kells, the Prydwen has traveled extensively along the East Coast... but this is its first journey to the Commonwealth.
102FactionBoS03While the Prydwen does not have any actual weapons systems, it always carries enough troops, vertibirds and supplies to mount a major offensive.
103FactionBoS04The 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.
104FactionBoS05To the Brotherhood of Steel, the Gen 3 synths, which are indistinguishable from humans, are a perfect example of science run amok - a technology that cannot be fully controlled by humans.
105FactionBoS06Liberty 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.
106FactionBoS07Most Brotherhood of Steel soldiers utilize the most effective, technologically advanced equipment available, like laser weapons and Power Armor.
107FactionBoS08Anyone recruited into the Brotherhood of Steel starts at the rank of Initiate, and is mentored by a higher-ranking sponsor.
108FactionBoS09Children born into the Brotherhood of Steel begin their training, and indoctrination, as Squires.
109FactionBoS10The highest rank a Brotherhood of Steel soldier can achieve is Sentinel. New Elders are very specifically - and very rarely - selected.
110FactionInstitute01The Institute is actually an advanced subterranean metropolis, a technological marvel unlike anything seen on the surface of the Commonwealth.
111FactionInstitute02The 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.
112FactionInstitute03After developing the Molecular Relay, an advanced teleportation device, the Institute sealed off access to the surface and began their campaign of underground expansion.
113FactionInstitute04The 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...
114FactionInstitute05Institute 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.
115FactionInstitute06The Institute is ruled by a Directorate, made up of the individual heads of each division, and one specially-appointed Director.
116FactionInstitute07The BioScience division produces the majority of the Institute's food, but also carries out a number of other, sometimes secret, projects.
117FactionInstitute08The Advanced Systems division is responsible for developing the original Molecular Relay, nearly one hundred years ago.
118FactionInstitute09The Synth Retention Bureau is tasked with the retrieval of "escaped" Gen 3 synths - malfunctioning units whose self-aware AI has convinced them that they are, in fact, alive.
119FactionInstitute10The Institute's experiments with the Forced Evolutionary Virus, or FEV, ended when Doctor Virgil went rogue and fled into the Commonwealth.
120FactionInstitute11The Institute is convinced that the surface of the Commonwealth is doomed, and the true future of the human race lies underground.
121FactionInstitute12The 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.
122FactionInstitute13Before 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.
123FactionMinutemen01The 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.
124FactionMinutemen02The 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.
125FactionMinutemen04Radio Freedom is the radio station of the Minutemen, and allows them to broadcast alerts all across the Commonwealth from their headquarters in the Castle.
126FactionMinutemen05Use the Flare Gun to summon help from any nearby Minutemen.
127FactionMinutemen06Use Artillery Smoke Grenades to call in artillery strikes from nearby Minutemen batteries.
128FactionMinutemen07The Vertibird Signal Grenade can be used to call in a friendly vertibird for transport.
129FactionMinutemen08Fort 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.
130FactionMinutemen09The Minutemen first rose to prominence in the year 2180, when they defended Diamond City against a horde of Super Mutant attackers.
131FactionMinutemen10Like the Minutemen of the Revolutionary era, the modern day Minutemen are dedicated to defending the people of Massachusetts, at a minute's notice.
132FactionRailroad01The only group in the Commonwealth willing to actually fight the Institute is the Railroad, an organization almost as secretive as the Institute itself.
133FactionRailroad02No one knows just how powerful the Railroad is, or if they even possess the means to defeat their sworn enemy - the Institute.
134FactionRailroad03The 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.
135FactionRailroad04The 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.
136FactionRailroad05Railroad agents communicate via "railsigns," secret symbols scrawled throughout the Commonwealth that indicate dangers, allies and even the occasional cache of goods.
137FactionRailroad06The Railroad relies on safehouses to hide runaway synths and resupply agents in the field.
138FactionRailroad07What the Railroad lacks in numbers they make up for in subterfuge. They rely on secrecy and intelligence gathering to tip the odds in their fight against the Institute.
139FactionRailroad08A "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.
140FactionRailroad09While the Railroad's primary enemy is the Institute, they are also dedicated to battling the general hatred of synths that has spread throughout the Commonwealth.
141FactionRailroad10P.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.
142FastTravel01Once 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.
143FastTravel02To enter and exit the Institute, simply fast travel to and from using the map. This ability is only available if you stay in the Institute's good graces...
144GeneralGameplay01You can restore Health by using a Stimpak, eating food, visiting a doctor, drinking from a water source, or sleeping in a bed.
145GeneralGameplay02Sleeping in any bed will fully restore your Health and heal any crippled body parts.
146GeneralGameplay03Drinking from a water source is always a tactical choice - you will usually restore lost Health, but raise your radiation level.
147GeneralGameplay04Sleeping in a rented or owned bed will give you a "Well Rested" bonus that boosts your earned XP for for a limited time.
148GeneralGameplay05Combat too hard or too easy? You can change the game's difficulty at any time.
149GeneralGameplay06Need a real challenge? Try Survival difficulty. Health restoration will be severely reduced.
150GeneralGameplay07The higher the difficulty setting, the greater your chance of finding Legendary items.
151GeneralGameplay08Use the Pip-Boy to tune into different radio stations. If you close the Pip-Boy while the radio is on, it will continue playing until you go back into the Pip-Boy and turn it off.
152GeneralGameplay09ChemistryStationUse a Chemistry Station to create useful chems and medicines.
153GeneralGameplay10CookingStationYou can use a Cooking Station to create recipes from the various ingredients you find, like wild plants and meat from slain creatures.
154GeneralGameplay11WeaponsWorkbenchUse a Weapons Workbench to make useful modifications to most of your weapons.
155GeneralGameplay12ArmorWorkbenchUse an Armor Workbench to modify your armor and increase its resistances.
156GeneralGameplay13PowerArmorStationUse a Power Armor Station to repair and make modifications to your Power Armor.
157GeneralGameplay14LevelUpEvery time you level up, your Health increases and you get to choose a new perk.
158GeneralGameplay15FusionCoreCheckpointsPre-war military checkpoints, scattered throughout the Commonwealth, are a great place to find Fusion Cores.
159GeneralGameplay16TalkPickpocketTo talk to a person, activate them while standing up. To attempt a pickpocket, activate them while in Sneak mode.
160GeneralGameplay17DoctorsDoctors, 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.
161GeneralGameplay18BarberWant to change your hairstyle? Visit a barber in one of the major settlements.
162GeneralGameplay19ReconstructiveSurgeryTired of the same old look? A reconstructive surgeon can give you a whole new face...
163GeneralGameplay20ActiveQuestWhen you get a new quest, it will not become active unless you have no other active quests. Check the Quests section in your Pip-Boy to see which quests are active.
164GeneralGameplay21QuestTargetsIf 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.
165GeneralGameplay22ShopsMost shops are open during daylight hours, and closed at night.
166GeneralGameplay23DownedCompanionIf a companion goes down in combat, use a Stimpak on them to bring them back into the fight.
167GeneralGameplay24RestingNeed to pass some some time in a hurry? Using any piece of unowned furniture will allow you to "Wait" for up to 24 hours.
168GeneralGameplay25DangerousSouthThe Commonwealth is a dangerous place, but tends to get considerably more dangerous the farther south you travel...
169GeneralGameplay26CookedMeatThe 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.
170GeneralGameplay27SkullEnemiesIf 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.
171GeneralGameplay28WeaponRenameGrown attached to a weapon? Give it a custom name at any Weapons Workbench.
172HC_SurvivalAboutIs 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!
173HC_SurvivalAdrenalineIn 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.
174HC_SurvivalAntibioticsIn Survival, Antibiotics, which can be crafted at Chem Stations, purchased from doctors or found in medical containers, instantly heal the various effects of Illness.
175HC_SurvivalBalanceIn Survival, both you and your foes are deadlier than ever. Don't expect to survive more than a few hits from most enemies.
176HC_SurvivalBedsIn 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.
177HC_SurvivalCaffeinatedIn 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.
178HC_SurvivalCarryWeightIn 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!
179HC_SurvivalCompanionsIn 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.
180HC_SurvivalCompassIn Survival, enemies no longer appear on your compass. Keep your eyes peeled, and your weapon ready.
181HC_SurvivalCrippledIn 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.
182HC_SurvivalExitMenuExiting 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.
183HC_SurvivalFastTravelIn Survival, Fast Travel is disabled. If you wish to be somewhere, you'll have to get there the old-fashioned way.
184HC_SurvivalFatigueIn 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.
185HC_SurvivalFoodIn 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.
186HC_SurvivalIllnessIn 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.
187HC_SurvivalImmunodeficiencyIn 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.
188HC_SurvivalItemWeightIn 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.
189HC_SurvivalSavingIn 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.
190HC_SurvivalSustenanceItemsIn 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.
191HC_SurvivalWellnessIn 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.
192HC_SurvivalWellnessBIn 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.
193Location01The old Cambridge Police Station has been occupied by the Brotherhood of Steel, and now serves as an important listening post and resupply depot.
194Location02Before 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.
195Location03In the years before the war, ArcJet Systems was a successful military and civilian aerospace contractor, specializing in communications and propulsion systems.
196Location04Before the Great War, Mass Fusion was Boston's premiere utility, providing power to all of Massachusetts.
197Location05While primarily a publishing house, Hubris Comics had begun to expand into radio, television and toys. The Silver Shroud and Grognak the Barbarian were two of its most popular properties.
198Location06The 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.
199Location07Once 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.
200LoreCommonwealth01The Commonwealth is occasionally plagued by radiation storms that blow in from the Glowing Sea, far to the southwest.
201LoreCommonwealth02Originally "The Commonwealth of Massachusetts," the state became known only as the "The Commonwealth" after the Great War of 2077.
202LoreCommonwealth03Many people in the Commonwealth view the Institute as the "boogeyman," living in the shadows, striking out anywhere, at any time.
203LoreCommonwealth04For the people of the Commonwealth, the idea of someone they know being replaced by an Institute synth is a very real threat.
204LoreCommonwealth05According 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.
205LoreCommonwealth06Long 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.
206LoreFallout01In the year 2077, the world was destroyed by nuclear fire. Very few managed to escape to the safety of the Vaults.
207LoreFallout02All across the United States, in the aftermath of the Great War, the bottle caps of Nuka-Cola are the most commonly used currency.
208LoreFallout03Nuka-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.
209LoreFallout04V.A.T.S., or the Vault-Tec Assisted Targeting System, is an advanced combat technology whose developmental origins have been lost to time...
210LoreFallout05America 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.
211MagazineAstoundinglyAwesomeTalesEvery 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.
212MagazineGrognakEvery issue of Grognak the Barbarian you collect adds a rank in the Barbarian perk, which grants a slight increase to melee and unarmed damage.
213MagazineGunsAndBulletsEvery issue of Guns and Bullets you collect adds a rank in the Marksman perk, which grants a slight increase to Critical hit damage.
214MagazineHotRodderEvery issue of Hot Rodder you collect adds a new, unique paint job for your Power Armor, available at any Power Armor Station.
215MagazineLeCoiffeEvery issue of Le Coiffe you collect adds a new, unique hairstyle, available at any barber.
216MagazineLiveAndLoveEvery issue of Live & Love you collect adds a unique bonus for companions, like increased damage or more health.
217MagazineMassSurgicalJournalEvery issue of The Massachusetts Surgical journal you collect adds a slight increase to enemy limb damage.
218MagazinePicketFencesEvery issue of Picket Fences you collect adds a new, unique element to construct at any Workshop.
219MagazineRobcoFunEach issue of Robco Fun includes a holotape containing a unique game, which can be played on your Pip-Boy or any terminal.
220MagazineTabooTattoosEvery issue of Taboo Tattoos you collect adds a new, unique facial tattoo, available at any facial reconstruction surgeon.
221MagazineTalesOfJunktownEvery issue of Tales of a Junktown Jerky Vendor you collect adds a rank in the Junktown Vendor perk, which slightly improves prices with merchants.
222MagazineTeslaScienceEvery 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.
223MagazineTheUnstoppablesEvery 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.
224MagazineTotalHackEvery issue of Total Hack you collect adds a new, unique functionality to certain terminals, like the ability to control spotlights or turrets.
225MagazineTumblersTodayEvery issue of Tumblers Today you collect slightly increases the "sweet spot" when lockpicking.
226MagazineUSCovertOpsEach 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.
227MagazineWastelandSurvivalGuideEvery 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.
228MainQuest01Before 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.
229MainQuest02In 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.
230MainQuest03The 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.
231MainQuest04Free your mind.
232MainQuest05The Courser Chip is the key to infiltrating the Institute. But first, it must be decoded...
233MainQuest06Inside 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.
234PerkActionBoyThe Action Boy and Action Girl perks speed the regeneration of your Action Points.
235PerkAdamantiumSkeletonWith the Adamantium Skeleton perk, your bones are infused with unbreakable metal, which reduces - and may even completely prevent - limb damage.
236PerkAnimalFriendWith the Animal Friend perk, you can aim at animals with your gun and attempt to pacify them. Higher ranks grant the ability to incite them to attack, or allow you to issue specific commands.
237PerkAquaboyThe Aquaboy and Aquagirl perks allow you to breathe underwater, remove radiation damage while swimming, and may even make you undetectable while submerged.
238PerkArmorerThe Armorer perk grants access to more effective armor mods.
239PerkAttackDogThe 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.
240PerkAwarenessThe Awareness perk allows you to view a target's damage resistances when you're in V.A.T.S.
241PerkBasherThe Basher perk improves the effectiveness of gun bashing by adding extra damage, and possibly crippling a limb or causing a Critical Hit.
242PerkBetterCriticalsThe Better Criticals perk increases the damage done with every Critical Hit.
243PerkBigLeaguesWith the Big Leagues perk, you can gain a suite of melee bonuses, like increased damage, a chance to disarm or cripple, and the ability to hit every enemy in front of you.
244PerkBlacksmithThe Blacksmith perk grants access to more effective melee weapon mods.
245PerkBlackWidowThe Black Widow and Lady Killer perks grant bonus damage against members of the opposite sex, and make it easier to persuade them in dialogue.
246PerkBlitzThe Blitz perk increases the maximum distance of melee attacks in V.A.T.S., and can even cause more damage based on distance.
247PerkBloodyMessWith the Bloody Mess perk, you'll do more damage in combat, and enemies will often explode into a gory paste when they die.
248PerkCannibalLoadThe Cannibal perk grants the ability to feast on humanoid corpses to restore lost health.
249PerkCapsCollectorThe Caps Collector perk gives better prices when bartering, and even leads to merchants having more caps for transactions.
250PerkChemistTake the Chemist perk, and the effects of any ingested chems will last longer.
251PerkChemResistantThe Chem Resistant perk reduces the likelihood that you'll get addicted to chems. At the highest rank, it grants total immunity to addiction.
252PerkCommandoThe 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.
253PerkConcentratedFireWith the Concentrated Fire perk, every additional attack on the same body part in V.A.T.S. improves your chances of landing a hit.
254PerkCriticalBankerThe Critical Banker perk allows you to save up an increasing number of Critical Hits, to be used when they're needed most.
255PerkDemolitionExpertThe 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.
256PerkFortuneFinderWith the Fortune Finder perk, you'll find more and more caps in containers.
257PerkFourLeafCloverFeeling lucky? You should! With the Four Leaf Clover perk, each hit in V.A.T.S. has a chance to fill your critical meter.
258PerkGhoulishWith the Ghoulish perk, radiation heals you, and it's possible that hostile Feral Ghouls actually become allies.
259PerkGrimReapersSprintWith the Grim Reaper's Sprint perk, kills in V.A.T.S. have a chance to restore all depleted Action Points, and may even fill the Critical Hit meter.
260PerkGunFuWith the Gun Fu perk, the more enemies you target and hit in V.A.T.S., the more damage they increasingly take. You might even score a free Critical Hit.
261PerkGunNutThe Gun Nut perk grants access to more effective gun mods.
262PerkGunslingerWith the Gunslinger perk, pistols have increased damage and range, and may even disarm opponents.
263PerkHackerThe Hacker perk allows you to hack increasingly difficult computer terminals, and may even prevent a lockout.
264PerkHeavyGunnerThe 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.
265PerkIdiotSavantWith the Idiot Savant perk, you'll randomly receive XP from completing any action. The lower your Intelligence, the higher the chance.
266PerkInspirationWith the Inspiration perk, your companions can gain a variety of bonuses, like greater combat damage, immunity to friendly fire, and increased carrying capacity.
267PerkIntimidationWith the Intimidation perk, you can aim at people with your gun and attempt to pacify them. Higher ranks grant the ability to incite them to attack, or allow you to issue specific commands.
268PerkIronFistWith the Iron Fist perk, unarmed attacks do increasingly more damage and could lead to a disarm, and Power Attacks may cripple your opponent.
269PerkLeadBellyThe Lead Belly perk reduces, or even eliminates, radiation damage from eating or drinking.
270PerkLifeGiverThe Life Giver perk raises your maximum Health, and can even lead to regeneration.
271PerkLocalLeaderThe Local Leader perk allows you to do more at workshop settlements, like assign supply lines, and build stores and workbenches.
272PerkLocksmithThe Locksmith perk allows you to open increasingly difficult locks, and may even prevent your picks from breaking.
273PerkLoneWandererPrefer 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.
274PerkMedicThe Medic perk increases both the speed and effectiveness of Stimpaks and RadAway.
275PerkMisterSandmanThe Mister Sandman perk allows you to instantly kill a sleeping person, and may improve the damage inflicted with silenced weapons.
276PerkMovingTargetWith the Moving Target perk, you gain increased Damage Resistance and Energy Resistance while sprinting.
277PerkMysteriousStrangerWith the Mysterious Stranger perk, an unknown ally will appear occasionally in V.A.T.S. and instantly kill an enemy. Doing so may even fill your Critical meter.
278PerkNerdRageThe 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.
279PerkNightPersonThe Night Person perk increases both your Perception and Intelligence during nighttime hours, and may even grant night vision while sneaking.
280PerkNinjaThe Ninja perk improves the damage of both ranged and melee sneak attacks.
281PerkNuclearPhysicistWith the Nuclear Physicist perk, radiation weapons inflict more damage and Fusion Cores last longer. You may even gain the ability to eject a Fusion Core from your Power Armor, causing a deadly explosion.
282PerkPainTrainThe Pain Train perk allows you to sprint into enemies and inflict damage. Wearing Power Armor increases its effectiveness, and may even grant access to Power Slam - an area-of-effect jump attack.
283PerkPartyBoyThe Party Boy and Party Girl perks remove the threat of alcohol addiction. They may also double the effects of alcohol, and increase your Luck.
284PerkPenetratorWhen in V.A.T.S. the Penetrator perk allows you to target an enemy's body parts that are blocked by cover.
285PerkPickpocketWith the Pickpocket perk, picking pockets is easier, but you may even be able to place live explosives in a person's inventory (killing them instantly), or steal their weapons and equipped items.
286PerkQuickHandsThe Quick Hands perk makes reloading faster, and may even remove its Action Point cost in V.A.T.S.
287PerkRadResitantThe Rad Resistant perk improves your resistance to radiation damage.
288PerkRefractorThe Refractor perk improves your resistance to energy damage.
289PerkRicochetWith the Ricochet perk, an enemy's ranged attack will sometimes ricochet back and instantly kill them. Such a death may even fill your Critical meter.
290PerkRiflemanWith the Rifleman perk, rifles have improved damage and armor penetration, and may even cripple opponents.
291PerkRoboticsExpertWith the Robotics Expert perk, you can hack robots and attempt to turn them off or on, or initiate a self-destruct. Higher ranks grant the ability to incite them to attack, or allow you to issue specific commands.
292PerkRootedWith the Rooted perk, you can inflict and take more damage while standing still, and may even reflect some of that damage back to attackers.
293PerkScienceThe Science! perk grants access to more effective tech mods.
294PerkScrapperThe Scrapper perk gives you more components back when scrapping weapons and armor, from screws and copper to circuitry and nuclear material.
295PerkScroungerWith the Scrounger perk, you will find increasingly more ammunition in containers.
296PerkSneakThe Sneak perk makes you harder to detect when sneaking. At higher ranks, you no longer set off mines or other floor-based traps, running no longer affects detection, and simply entering stealth mode may make enemies lose track of you.
297PerkSniperWith the Sniper perk, you can hold your breath longer while aiming. Higher ranks add a chance of knockdown with single-shot scoped weapons, and a bonus to headshots in V.A.T.S.
298PerkSolarPoweredThe Solar Powered perk increases both your Strength and Endurance during daytime hours, and may even heal radiation and Hit Points while in sunlight.
299PerkSteadyAimThe Steady Aim perk improves your hip-fire accuracy with any gun.
300PerkStrongBackWith the Strong Back perk, you can carry additional weight, and may even gain the abilities to run and fast travel while encumbered. (In Survival, instead of allowing fast travel, you will no longer take damage from exceeding your carry weight.)
301PerkToughnessThe Toughness perk increases your Damage Resistance.
302PerkVANSThe V.A.N.S. perk enables the Vault-Tec Assisted Navigation System, which draws a path to your closest quest target.
303PerkWastelandWhispererWith the Wasteland Whisperer perk, you can aim at various Wasteland creatures with your gun and attempt to pacify them. Higher ranks grant the ability to incite them to attack, or allow you to issue specific commands.
304PipBoy01The RobCo Pip-Boy is the ultimate in personal computing devices.
305PipBoy02Press and hold the Pip-Boy button to turn on its light and illuminate dark areas.
306SanctuaryHills01Sanctuary Hills represents the latest in planned communities, and is home to a diverse range of families.
307SPECIALAgilityAgility is a measure of your overall finesse and reflexes. It determines your Action Points in V.A.T.S. and your ability to sneak.
308SPECIALCharismaCharisma is your ability to charm and convince others. It affects your success to persuade in dialogue and prices when you barter.
309SPECIALEnduranceEndurance is a measure of your overall physical fitness. It affects your total Health and the Action Point drain from sprinting.
310SPECIALIntelligenceIntelligence is a measure of your overall mental acuity, and affects the number of Experience Points earned.
311SPECIALLuckLuck is a measure of your general good fortune, and affects the recharge rate of Critical Hits.
312SPECIALPerceptionPerception is your sense of environmental awareness and affects the hit chance in V.A.T.S.
313SPECIALStrengthStrength is a measure of your raw physical power. It affects how much you can carry, and determines the effectiveness of all melee attacks.
314Stealth01Running is noisier than walking and makes you easier to detect. To effectively sneak, stay low and slow.
315Stealth02Your chances of successfully using stealth - and staying hidden - are affected by a variety of factors, like light level, noise generated, clothing weight, and enemies' line of sight.
316Stealth03While it's great for illuminating dark areas, the light generated from your Pip-Boy light actually makes you less stealthy. If you want to effectively sneak, turn it off.
317Stealth04The Stealth Boy is a personal device that generates a modulating refraction field. Using it effectively renders the wearer invisible for a short period of time.
318Vault111CharGenVault 111, constructed by Vault-Tec, was built to serve the residents of Sanctuary Hills and Concord in the event of an atomic war.
319Vault111PostWarThose who reserved spots in Vault 111 had no idea they would be cryogenically frozen. In fact, almost every Vault was actually a secret social experiment conducted by Vault-Tec.
320WeaponMod01Guns with long barrels have increased accuracy while aimed, but decreased accuracy when shot "from the hip."
321WeaponMod02Weapon mods that increase weight also increase the time it takes to aim.
322WeaponMod03Want to significantly increase your weapon's melee damage? Add a bayonet.
323WeaponMod04GunSlotsAt a Weapons Workbench, you can change the mods in the Receiver, Barrel, Grip, Magazine, Sight and Muzzle slots of most guns.
324WeaponMod05SuppressorA suppressor will reduce both the sound and recoil of a gun.
325WeaponMod06CompMuzzleMuzzle brakes and compensators help reduce the recoil on automatic weapons.
326WeaponMod07AdhesiveAdhesive is rare, and used to create nearly every mod.
327Weapons01GammaGunThe Gamma Gun emits radiation that is deadly to humans, but ineffective against almost all Ghouls, robots and Wasteland creatures.
328Weapons02AlienBlasterIf 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.
329Weapons03RipperThe Ripper is a small, handheld, militarized chainsaw that saw extensive use in the armed conflicts before the Great War.
330Weapons04DeathclawGauntletSpecially constructed from the severed appendage of a dead Deathclaw, the Deathclaw Gauntlet allows its user to viciously slash at enemies for incredibly high damage.
331Weapons05SuperSledgeThe Super Sledge is a rocket-enhanced sledgehammer, capable of dealing a tremendous amount of damage.
332Weapons06FlamerThe Flamer is a specially engineered flamethrower suited for extended combat engagements. It delivers sustained energy damage and can completely immolate a target.
333Weapons07LaserMusketThe 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.
334Weapons08GaussRifleThe 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.
335Weapons09MinigunWhile capable of dealing a massive amount of ballistic damage in a short period of time, the Minigun needs a moment to "spin up" before it can be fired.
336Weapons10LaserGatlingWhile capable of dealing a devastating amount of energy damage in a short period of time, the Laser Gatling needs a moment to "spin up" before it can be fired.
337Weapons11ShotgunBecause of the "spread" inherent in this class of weapon, shotguns do more damage the closer they are to the target.
338Weapons12PipeWeaponsPipe weapons are crude, low-tech, widely available... and highly modifiable. They are favored by the Commonwealth's Raider groups.
339Weapons13SubmachineGunA favorite of the gangster-like Triggermen, the Submachine Gun is a rapid-fire automatic weapon with a high ammo capacity.
340Weapons14GrenadesThere are a variety of grenades available in the Commonwealth, from the high-tech Plasma Grenade to the custom-made Baseball Grenade.
341Weapons15BroadsiderThe 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.
342Weapons1610mmSmall, dependable, reasonably powerful and widely available, the 10mm Pistol has been a staple of Wasteland combat since the bombs first fell.
343Weapons17LaserWeaponsLaser rifles and pistols deal powerful energy damage, and can completely disintegrate defeated foes.
344Weapons18PlasmaWeaponsPlasma rifles and pistols deal even more energy damage than laser weapons, and can "gooify" defeated foes.
345Weapons19SyringerThe Syringer is a rare, custom-made weapon that can shoot modified medical syringes at an enemy, who then suffers the effects of whatever chemical is in the syringe.
346Weapons20JunkJetSick 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.
347Weapons21RailwayRifleThe Railway Rifle is a rare, custom-made weapon that shoots railway spikes at such a high velocity, they can sever body parts and pin them to walls.
348Weapons22FatManThe Fat Man is perhaps the most devastating infantry weapon ever unleashed upon the modern battlefield - a hand-held catapult that launches portable nuclear bombs.
349Weapons23CryolatorThe Cryolator is a powerful prototype rifle that can completely freeze enemies.
350Weapons24HeavyGunsHeavy 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.
351Weapons25AutomaticAutomatic 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.
352Weapons26RiflesRifles 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.
353Weapons27PistolsPistols are generally small, and require one hand to fire. They include, but are not limited to, the 10mm, .44, Alien Blaster and Gamma Gun.
354Weapons28SemiAutoSemi-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.
355Workshop01The higher the Happiness of your workshop settlements, the more productive their settlers.
356Workshop02Unassigned people at settlements will automatically scavenge for the resources you'll need to build things.
357Workshop03With the Local Leader perk, you can link two workshops with a supply line. They will then share food, water and any resources needed for building.
358Workshop04Every Workbench, Crafting Station and Modding Station in a single settlement shares resources. Using one will grant you access to anything placed in the others.



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