Fallout Detroit

Fallout Detroit is an upcoming Open-World Role-Playing Game developed by TRI. It is the sixth mainline entry in the Fallout series although is unnumbered like Fallout: New Vegas, as the name would suggest the game takes place in the Post-War city of Detroit as well parts of the Canadian City of Windsor.
==Plot Synopsis==
Fallout Detroit takes place in 2246, five years after the events of Fallout 2. Whilst the West Coast was recovering from the devastation the Enclave had brought onto the wasteland in the far North-East a new trouble was brewing, a strange force of mutants and machine fused as one known as Metis' Army. The somewhat developed factions around the Detroit area found themselves ill-prepared for this threat however and now many face total collapse.
You, the player, are a traveller, having managed to acquire a caravan to bring you across the dangerous Dead Man's Land you'd hoped it would be a safe journey however when your party was onset by raiders hoping to find new slaves to sell off you attracted unwanted attention as Metis' Army closed in on the gunfire. After managing to make an escape you now find yourself as the Strange Traveller in some strange way avoiding death in that instant where seemingly none had before.
Throughout the course of the game the player is free to traverse across the Detroit area and deal with the various troubles of the people of the old industrial powerhouse of the nation. As the player progresses through the game they'll gain affinity with various factions and sub-factions, sometimes helping the factions to prepare for Metis' Army while other times dictating the course of action their people would follow for generations. Through this the player becomes infamous eventually earning a title dependant on their actions although always being known as the Traveller. After intervening multiple times in Metis' Army's actions the player is taken away by Metis' forces whilst the player is caught off-guard and introduced to the namesake leader of the mutants, Metis.
After learning of Metis' plan for the Detroit area and their views on the failings of the various factions of the old world and new world, it's up to the player to decide what should come of Metis' Plans, whether to help them in their goals, change their line of thinking or rally forces against Metis and forge a war path against Metis.
==Gameplay==
Gameplay in Fallout Detroit is split up into several core elements those being; Melee Combat, Gun Combat, Role-Playing and Stealth.
===Melee Combat===
Melee Combat has seen a major overhaul from Fallout 4 with the various weapons of the wasteland possessing more unique qualities and a more impactful sense of combat. When engaging in melee the player can perform Light and Heavy Attacks as well as Blocking and Parrying, often getting close to enemies will cause them to resort to melee attacks of their own which are best countered by the player's own melee.
Melee has also seen some significant alterations to how weapons interact as particular sharp melee weapons that use stabbing attacks (such as Shivs, Spears & Knives) can become lodged in their target dealing considerable damage but removing that weapon from the user's inventory until it's recovered. Melee Combat can also lead to disarming opponents allowing for a much more dangerous engagement as Melee damage overall has been buffed to encourage players to engage with the systems.
===Gun Combat===
Gun Combat has remained relatively the same as with Fallout 4, however some new actions have been added on top of the core elements. When taking cover, the player character will now lock to the cover and has a distinct pose when doing so, in addition players can now more easily fire over cover when in this position allowing the player to shoot at enemies while protecting themselves albeit at the cost of accuracy.
===Role-Playing===
The Role-Playing element of Fallout Detroit is much more present than it was in Fallout 4, returning to the similar level of complexity and depth that Fallout 1, 2 and New Vegas featured. When creating a character the player is able to choose to distribute their base stats among seven core abilities known as the S.P.E.C.I.A.L. system; Strength, Perception, Endurance, Charisma, Intelligence, Agility & Luck. Each stat has different elements of gameplay it affects and unlike Fallout 4 cannot be increased through levelling them but rather only through equippable items and consumable items (with the latter being temporary).
In addition to SPECIAL, the player can also allocate Traits, which are double-edged qualities to gameplay available at the start of the game, the player can choose up to two Traits to take with them although once they're set the player cannot change them. Perks also make a return being unlocked every second level with the unlock requirements being based on the player's SPECIAL, Skills and/or Level depending on the particular perk. Perks also focus much more on changing the core gameplay to be more interesting rather than strictly damage alterations.
Returning from Fallout: New Vegas are Skills, in total the game features 20 Skills split between 6 Combat Skills, 5 Passive Skills and 9 Active Skills. As with previous games, the player is able to tag skills which will not only get a boost to their initial starting amount but also affect player's experience gain. Unlike previous games however, Skills are able to be increased when the player levels up with the amount of Skill Points the player is able to allocate dependent on their Intelligence Stat, the amount of experience the player will earn from doing certain tasks will also be increased if the player has tagged that skill.
===Crafting===
Crafting returns from Fallout 4 with the player being able to create and modify their equipment. The system has seen a revamp from Fallout 4 with the Cooking System greatly expanded due to the game's greater focus on Post-War food and medicine. The Weapon and Armour Customization Systems have also been altered, unlike in Fallout 4 where there were generally sequential upgrade lines for weapons, Fallout Detroit focuses on singular sidegrades to weapons adding more unique quirks to weapons rather than simply making them stronger. This has also re-expanded the weapon arsenal for Fallout Detroit with weapons that were previously merged in Fallout 4 now separated allowing for a more natural hierarchy of weapons.
Armour has as similarly mentioned focused more on sidegrades, although Power Armour functions much like it did in Fallout 4, however the duration of Fusion Cores is now far longer and can be upgraded in-game to become functionally limitless although as a result Power Armour is not only much rarer but also separated off for late game content with Power Armour Frames being extremely rare and the individual pieces being often more useful to sell off whilst the player lacks a frame.
More TBA
==Detroit==
TBA
==Entities==
Across Fallout Detroit there are a large number of entities found throughout, some are passive while others are aggressive. Many of the entities found are mutated versions of real-life fauna (creatures) although alongside these are robots and abominations.
Creature 	Type 	Description
Creatures 	Creatures 	Creatures
Pigeon 	Bird 	Surprisingly unmutated, Pigeons are a fairly common sight around Detroit, they are the dominant species when it comes to eating the seeds of the various mutated plants, they're overall fairly similar to their pre-war counterparts although documentation of their ancestors suggest they've mutated a more colourful plumage. They pose no threat to humans although are known to be eaten when available.
Raven 	Bird 	Although slightly mutated, Ravens have not undergone the dramatic mutations that most creatures in the wasteland have seen, over the generations the initial mutations have subsided and the newer generations look closer to their Pre-War counterparts than the previous generations. One notable change however is the rate at which their offspring grow, this has lead to massive flocks of the birds flying across the Detroit area sometimes scaring tribals who believe them to be an ill omen.
Bloatfly 	Insect 	A fairly common creature found across the wastes, they're a mutation of the common housefly and fly around often dwelling near bodies of water. They can shoot their parasitic larvae at their targets which attempt to burrow under the skin, their bloated appearance does reduce their agility however and so they can be easily avoided.
Radrat 	Mammal 	A common sight in the wasteland reportedly seen across the entire country, these mutated rats are almost as big as the average dog and pack a mean bite with their giant incisors. Fortunately their stubby limbs make it difficult for them to chase their targets so they have to jump around.
Mongrel 	Mammal 	The mutated form of dogs, over the generations they've become more common due to ambient radiation in the environment. They're quite aggressive thanks to their lack of contact with humans and often attack in packs, killing the alpha of the pack will cause the rest to scatter.
Coyote 	Mammal 	A more common site in the post-war US, the wild Coyote has become more prevalent across the wastes thanks to their better adaptability to living in the wild compared to many of the domestic dogs they were now competing with. Like with dogs they attack in packs and will bite at the player, they can also be known to howl which can attract more Coyotes among other things.
Mudhound 	Amphibian 	These large amphibians are commonly found around bodies of water and rocky environments, their slimy bodies allow them to crawl into the cracks between boulders where they wait for any prey to get near. They tend to lunge at their enemies slamming into them although can bite if they're close enough.
Radverine 	Mammal 	Radverines are highly aggressive mutated Wolverines found towards the more forested areas of the map. They often will hide out in trees and get the drop on their prey, although they're somewhat larger than their pre-war counterparts they're still small enough to be reliably handled by a well-armed human.
Bloodbug 	Insect 	Mutated versions of Mosquitoes, they're common around the river and marsh areas and will often be found feasting on the unfortunate victims of their attacks. They can drain blood from their targets and irradiate it before spewing it back as a waste product damaging the target in the process.
Woodroller 	Crustacean 	These mutated Pillbugs are a more defensive mutation, much larger in size they rely on their sheer armour plating to protect them, they're known to burrow into the old dilapidated housing which has lead to a sizeable amount of Detroit collapsing in on itself as a result. They can roll around at surprisingly high speeds and their shells are able to deflect energy blasts.
Stertail 	Mammal 	Believed to be some sort of mutated weasel, these snake-like creatures are extremely fast and slippery, they have an oily fur that allows them to slink around and move through grass remarkably quietly, however this also gives them a huge weakness to fire both from Flamers and Energy Weapons.
Radcrane 	Bird 	A rather prominent creature in the wasteland around Detroit, the Radcrane is immediately identifiable thanks to the males' brilliant plumage which has become even more vibrant in its mutation. They're very aggressive however when around their nests so it is often recommended for travellers to keep their distance if the Radcranes begin making territorial noises.
Blue Belly 	Reptile 	One of the only known species of snake to have survived the Great War, the Blue Bellies are a mutated variant of the Blue Racer Snake and are very dangerous, being well-known for eating Brahmin in the night. They're big enough to eat a person and spit an acidic venom from their mouths which can cripple most prey. Their tail is flayed with bone-like protrusions that they use to club their prey to death.
Ocean Spitter 	Bird 	The unusual and rather rare sight, a mutated Pelican, these birds are not much larger than their Pre-War counterparts however have developed through mutation a special organ that allows them to store up ultra salinated water which they spew in powerful jets. The water is extremely corrosive and can temporarily blind a target not wearing protective gear and can even cause temporary rusting on Power Armour immobilizing the rider in their place.
Radtoad 	Amphibian 	These large amphibious mutants are commonly found around swamps and although being somewhat on the short side are never the less dangerous. Their numerous eyes which developed from mutations are able to detect targets moving with extreme precision and home in on said target. Their long tongue allows them to lasso prey before bringing them close enough to bite down with their teeth-like growths.
Ironbacks 	Insect 	The mutated Harlequin Beetle is one of the most easily identifiable creatures in the wasteland, the bright colouration of their backs makes them stand out against almost any surface. It's believed the more irradiated one of them is the brighter their spots shine. As their post-war name would suggest, these creatures are incredibly durable and hitting their shell with anything less than a Missile Launcher can prove fruitless. Some variants have very long forelimbs giving them an unsettling ability to scale walls and attack with considerable reach.
Merna 	Mammal 	Fairly common up North, the Merna are wild mutated sheep, although there are domesticated varieties found throughout the wasteland. They're a bit temperamental in the wild and are known to charge at travellers although avoid large caravans. Their meat and wool is prized and so are often hunted, some also use their horns to create weapons.
Megafisher 	Bird 	These giant Kingfishers are a dangerous predator found around the bodies of water of Detroit, though their ancestors hunted fish these winged giants go after much larger prey and will even attempt to hunt humans. Their long beaks are especially dangerous as they can pierce most armour. They also tend to perch themselves high up so unobservant travellers can be ambushed.
Croaker 	Amphibian 	These giant amphibians are mutated Bullfrogs, however their rather perfectionist mutations suggest that they might not be a natural form. Croakers are an incredibly dangerous creature, they're one of the apex predators of the Detroit region and hide amongst mud and dirt alike to remain moist, their huge mouths allow them to nearly swallow humans whole and they can often be found feasting on smaller prey. Their ability to croak has become so amplified that they can create explosive sonic blasts that resonate with the surrounding terrain pushing it away, if one sees trees and other structures that have been distorted it often indicates a large presence of these creatures.
Radturkey 	Bird 	Mutations of the common Turkey, though a fair bit larger they're quite a flighty creature and will often evade being caught by humans. If one is cornered however a person must be careful as their powerful legs can tear through armour and kick a person down with ease, breaking bones. Their incredibly bulky feathers also protect them making them surprisingly durable.
Radstag 	Mammal 	These large two-headed deer are a common sight along the North-East regions of the USA, they're often passive although the male stags will sometimes attempt to scare off would be predators. Their hooves can quickly cripple those who aren't careful. Their meat is very prized however and so fetches a high price among markets.
Brahmin 	Mammal 	A common sight across the entire continental US, Brahmin are mutated cattle with the distinction of commonly being born with two heads. They've been long domesticated although some wild populations are known to exist. They're extremely durable and even used as pack animals by traders, their meat is quite a common ingredient for foods and their milk although according to the Pre-War Ghouls isn't as good as cow's milk is still drinkable.
Rust Demon 	Reptile 	These burrowing reptiles are a formidable creature and a large problem for the considerably industrialized region of Detroit, originally a species of skink, their Post-War mutations made them far larger, faster and more aggressive. They're uniquely able to generate nearly pure oxygen in special sacs in their necks, if they expel this oxygen it can engulf everything in flames if set off, the creatures' are naturally fireproof as a result with even the direct damage of a Flamer being minimal. If the oxygen isn't set-off however it will leech onto metal, causing most to rust over and can be detrimental to settlement structures, armour and weapons.
Sawjaw 	Insect 	These mutated Paper Wasps are quite dangerous as they often will stick close to their nests and are extremely territorial. There are flying and non-flying versions but both are just as dangerous as one another. Their powerful mandibles can chew through any armour and they can deliver a powerful venom from their stinger which can paralyze their targets for a few seconds at a time. Even if their wings are clipped they're able to scale vertical walls and even ceilings making them difficult to escape from if pursued.
Saltblaster 	Reptile 	These large freshwater reptiles are athough slow very hardy, mutated turtles their massive size makes them incredibly difficult to take down, although they're generally more lax and passive, often submerging themselves to avoid conflict. The males are known to be more aggressive and if attacked will retaliate. Their large jaws and claws can make them dangerous at close range but they're just as dangerous at range thanks to their unique abilities. Though originally derived from a freshwater species they evolved a special gland which allowed them to convert saltwater into freshwater within their bodies allowing them to traverse brackish water and even the open ocean albeit only temporarily. The build-up of salt in their bodies is ejected from their nostrils in powerful jets which can knock a person, even in power armour over.
Alchesse 	Mammal 	The primary mutation of Moose observed in Detroit, just as large as their pre-war counterparts, they do not shed their horns as regularly resulting in a ghastly appearance where the old skin hangs from their horns, hardening as its exposed to the elements. They're not outwardly aggressive but getting too close can make them charge at the player, thought they do often snort to warn the player to back off.
Radcray 	Crustacean 	These mutated Crayfish originated from further North however were brought southwards by the Clawmasters, though many are trained by them some have escaped captivity and become a pest. Their durable exoskeletons make them resistant to energy weapons and they tend to keep low to the ground to protect their weaker underbellies. Their large claws can crush a man in two outside of power armour and their eight powerful legs allow them to rapidly close the gap on their foes. Even attacking from behind can be dangerous as their tails can generate incredibly powerful forces thanks to how rigid the exoskeleton is.
Saberen 	Mammal 	Once known in the Pre-War as Lynx these Post-War predators became more numerous taking over areas where humans once settled. Considerably larger than their pre-war counterparts they tend to live in small packs and will actively hunt smaller predators like Wolves as well as large prey animals including Alchesse. They're incredibly dangerous to humans however as their dense shielded fur makes ballistic weapons quite ineffective and cryo weapons outright useless, they do have a weakness to electrical discharges however as their fur is a strong conductor and when it rains this weakness becomes more apparent.
Howitzprey 	Bird 	The most threatening creature in the wasteland that's not considered a Robot or Abomination, Howitzpreys are massive birds of prey who in the post-war have become far larger and far more deadly, they often will fly very high up making them difficult to see coming before they perform a diving attack, often catching their prey off-guard. Their massive talons can shred through just about any armour and their beaks can quite easily crack bone. Their powerful eyes also make them quite perceptive especially at night making evading them very difficult. Even trying to outmanoeuvre one in tight areas can prove impossible as they can easily contort their bodies to fit through smaller areas to pursue their prey. The only warning one may have of their presence is the cannon-like noise they make when they impact the ground or prey with their talons.
Robots 	Robots 	Robots
Eyebot 	Eyebot 	Originally purposed for long-range communications, these small robots are capable of travelling long distances and provide radio signals and communication arrays. As they naturally lack a combat program, they're fairly fragile and weak, they only possess a rudimentary laser which they can use to attack and are not hostile unless provoked.
Suppressor 	Suppressor 	Suppressors are a post-war robot created by Metis' Army and are commonly found around the borders of their territory attempting to expand it, they're a tricky robot to deal with as they were designed to emit a high frequency sound blast that's able to disorientate, coupled with their built-in laser weapons. They appear to be based on Eyebots however their design is much more elliptical in shape which allows them to focus their sonic waves making them more dangerous.
Buddy Jr. 	Buddy Jr. 	A small assistant robot based on the same line of robots as the Mr. Handy and Ms. Nanny units, Buddy Jr.'s are smaller designs that saw limited usage in their initial run but found new life as factory workers. In the more industrialized areas of Detroit they're a common sight, often in swarms where they attempt to use their numbers to overwhelm their targets. Unlike other units they're equipped with tools for factory work including; Grabber arms, drills, rivet guns, clamps and nail guns.
Protectron 	Protectron 	Protectrons are a rather rudimentary robot that was designed for many purposes, they're generally seen as the jack-of-all-trades robot due to their near ubiquitous usage. All Protectrons are equipped with three-fingered grabbers which they can swing wildly and some models are aided by laser weapons within their limbs, others come with electrical defibrillators attached to their hands and the firefighter variant even has a built-in fire extinguisher.
Mr. Handy / Ms. Nanny	Mr. Handy / Ms. Nanny	The Mr. Handy and Ms. Nanny units are very similar in their designs and make use of a central orbital core with jet propulsion and limbs attached radially to provide functionality. The number of limbs on these robots ranges from three to eight depending on the make and model, they're typically equipped with graspers, heating elements and a saw blade although some models also have a jumper cable, mallet, corkscrew or rolling device. Notably they only possess a single visor unit which if disabled can blind them.
Mr. Gutsy 	Mr. Gutsy 	The military model of the Mister Handy, Mr. Gutsies are a somewhat rare sight, often deployed with convoys they have remained with their military brethren even in the Post-War. Unlike their residential counterparts, a Mr. Gutsy is equipped with considerable firepower possessing a built-in; high calibre rifle, machine gun, flamethrower, laser rifle, plasma rifle or HF gun.
Cyberdogs 	Cyberdogs 	Technically not a robot but a cyborg, Cyberdogs are have dog, half robot. They're functionally a dog enhanced by technology, many however have become riddled with mental degradation due to hundreds of years without means of replacing their old parts. Like regular dogs they possess all the typical abilities of a dog, but also come equipped with an unnaturally high intelligence, with the more passive being able to communicate through a robotic voice and the more aggressive being able to communicate with one another through radio signals (which can also clue one in when Cyberdog packs are nearby). Their most notable physical quality is their sonic bark, being able to amplify the noise waves of the dog's bark to physically damaging levels.
Arachnodroids 	Arachnodroids 	Arachnodroids are a spider-shaped robot that was deployed in the US to primarily operate the parts of the industrial plants that were uninhabitable for humans, they have highly dextrous legs that allow them to climb on walls and ceilings and come equipped with graspers, welding torches and hydraulic press limbs allowing them to perform a variety of functions. Following the Great War they still try to continue to do their jobs and some have been reprogrammed to help around settlements, although the ones found out in the wild should be approached with caution as they can often mistake wastelanders as being intruders in their workspaces.
Robobrains 	Robobrains 	Robobrains are a rather unusual sight, the result of the most extravagant of those in the post-war (as well as the criminally insane) have their minds put into robots in an attempt to either outlive the rest of humanity or as guinea pigs for those who were meant to outlive the rest of humanity. Given time and lack of adequate resources however many have gone insane due to mental degradation. They're known to wield laser weapons within their arms and can be deceptively fast, they can also use conventional firearms if they have access.
Infiltrator 	Infiltrator 	Infiltrators are a tricky robotic entity, used as Anti-Spy technology they're able to see through stealth boys and other stealth armour making them impossible to avoid without simply being out of their line of sight. They have highly dextrous limbs allowing them to grasp onto and climb walls and ceilings and they will often camp in areas where they can get the drop on their targets. Like Assaultrons they possess a dangerous melee attack however are also capable of firing rapid-fire plasma bolts from their hands from a distance which can easily incapacitate their targets.
Assaultron 	Assaultron 	A remarkably humanoid robot that was designed for a direct attack on enemy lines, appearing from a distance to be a human. They're rather strange in their abilities mainly using their remarkable running speed to hunt down and crush enemies with their powerful graspers, their head also serves as their ranged attack, being able to charge up a devastating laser attack that can leave behind burn marks on the ground.
Ballista 	Ballista 	Ballistas are a heavy robot unit that were built pre-war with the intention of countering additional Chinese invasions on the US mainland, they only saw very limited production and never passed the final testing phases to be deployed before the Great War. They're a quadrupedal robot that is capable of surprisingly high running speeds, their most notable feature and name sake is the large plasma cannon on their backs which allows them to launch ultra-high density plasma bolts into the air, their range is fairly impressive and the cannon's armature is able to move independently of the rest of the robot making them deceptively accurate with their shots. Even in close range they can be dangerous as the exhaust fumes they release can sear the skin off a person and they can convert the plasma bolts into smaller automatic rounds that can be fired from tusk-like turrets on the sides of their head.
Sentry Bot 	Sentry Bot 	One of the most devastating and dangerous Pre-War creations, Sentry Bots are large and very dangerous, they're heavily armoured combat robots that were used both in the battlefield against the Chinese and on the homeland to supress rebellious citizens, they come equipped with heavy firepower including miniguns, gatling lasers, plasma casters & rocket launchers. Their three treaded limbs make it very difficult to immobilize one in comparison to other robots.
Wall-Walker 	Wall-Walker 	From what is known these robotic behemoths are the most dangerous Pre-War robots constructed, extremely robust and able to be controlled remotely or work autonomously their only weaknesses are their size and slow movement making it somewhat easy enough to escape one, however they're usually accompanied by lesser robots. Wall-Walkers during the Pre-War were specifically sent into Detroit to suppress attempted uprisings and have continued to function to this day, they're incredibly dangerous due to their immense firepower, especially the mounted tank cannon on their front-facing side.
Abominations 	Abominations 	Abominations
Feral Ghoul 	Feral Ghoul 	When the Great War occurred, several nuclear devices struck buildings of viral research in the USA investigating the effects of the Forced Evolutionary Virus (FEV), this caused the virus to be released into the air along with large amounts of radiation. High exposure to radiation coupled with this unnatural virus has lead to many humans being turned into what are known as Ghouls, although physically disfigured due to muscle and skin atrophy, most are no less civilized than a regular person. However mental degradation can lead to them going what's known as Feral, lacking higher thought these mindless former humans shamble around often congregating around sources of radiation or one another, they're vicious in their attacks and will attempt to attack anything that isn't a fellow Feral Ghoul.
Glowing One 	Glowing One 	A special variant of the Feral Ghoul which has had a unique mutation leading to their bodies producing natural radiation, they're often the pack leaders of a group of Ghouls and some of the largest hordes of Feral Ghouls are known to have multiple Glowing Ones at their center. The radiation they emit is physically damaging to humans even without having to make contact and they can spew radioactive bile from their mouths as well as unleash bursts of radiation to resurrect their fallen Feral brethren.
Murkman 	Murkman 	The murkmen are an abomination found predominantly in swampy environments that had a direct impact by a nuclear device, the rich flora of these regions became infused into these unfortunate humans and the now chimeric entity that they've become is known to be one of the most dangerous entities of the swamps around the US. They can easily camouflage themselves with other flora and along with being able to charge and strike like a Feral Ghoul they're also capable of releasing a toxic cloud of gas that both harms and blinds their targets.
Shug 	Shug 	Shugs are an abomination that is believed to be an intentional creation due to the predominant number of humans and hounds in the wasteland. These abominations are half-man and half-dog, seemingly having their features fused into a single creature, it is believed they could only have been created through direct contact with the liquid form of FEV although no one knows where they originate from. They're smaller than the average human and walk on all fours like a dog however. Their head appears somewhat like a human's although their jaw is able to extend from the rest of the skull causing them to appear more dog-like when snarling, although on their own they're not too dangerous they often travel in large packs and often lay ambushes, some have even been known to hide in the carcasses of dead Brahmin.
Lockhead 	Lockhead 	The Lockhead is a variant of Feral Ghouls that were a result of breached Power Armour Units most often those found around the Dertroit area thanks to its Power Armour factories. These unfortunate victims of feralization are extremely dangerous as they have become fused to their suits and weapons meaning they're capable of using devastating Miniguns, Plasma Casters and Rocket Launchers.
The Scaled 	The Scaled 	The Scaled are a unique mutation that occurred as a result of the unique industrial waste particles that can be found around Detroit, the condition that causes their appearance known as Excessive Dermal Regeneration Syndrome (EDRS) is actually seen on some humans as well, however the syndrome is not nearly as pronounced as on The Scaled, it has turned their skin cancerous causing uncontrollable growth and leeched oxygen from the brain causing mental degeneration. They're extremely durable and are known to be able to shrug off the attacks from some of the wasteland's most devastating predators.
Ogreman 	Ogreman 	Similar to their brethren known as The Scaled, Ogremen are the result of a mutation caused by a medical condition from exposure to the industrial waste particles found in Detroit. The condition that effects Ogremen is a type of Virulent Muscular Sarcoma (VMS) that likewise can also affect humans although usually is benign. The combination of high radiation and VMS leads to these cancerous growths which drain energy from the Ogremen, resulting in them having surprisingly short lifespans, however the ease at which high radiation can lead to this transformation in humans and ghouls means they're surprisingly numerous. The cancerous muscle tissue also makes them extremely dangerous as they can attack without warning and have a force comparable to a truck.
Chimera 	Chimera 	The Chimera are in actuality a variant of a Feral Ghoul although one wouldn't assume so from their dramatically disfigured appearance. Chimeras appear to be a result of an intense physical force coupled with high radiation fusing two or more humans together. Their disfigured appearance completely warps their minds and leaves them as a feral monster that attacks anything on sight including other Chimera, as a result they're both very rare and very dangerous as they spew a radioactive bile from their mouths and have unnaturally sharp claws. While most were formed during the Great War, the still active blast furnaces throughout Detroit have been known to accidentally create them from time to time due to oblivious travellers.
Lionheart 	Lionheart 	Humans exposed to industrial waste particles in Detroit that resulted in cancerous cardiac muscular growths, the effects of this mutation lead to a new organ forming on the external chest and back of the victim that's become known as the Lion's Heart and serves a similar role to the heart although is almost as large as the victim's entire torso, causing them to need to move on all fours. This mutation leads to some other rather stark effects such as a heightened metabolism in the victim causing them to be one of the most aggressive abominations in the wasteland as they constantly pursue food to satiate their hunger. Their claws and teeth have become sharpened as well, likely intentionally by these abominations to improve their ability to hunt.
Fogmind 	Fogmind 	Fogminds are a human abomination that are in fact a type of Psyker, however have suffered extreme mental degradation as a result. Some believe they were created by Metis' Army through the use of a parasitic fungus that renders the host as nothing more than a puppet to be controlled, this is backed up by the unusual quality that all Fogminds possess the same fundamental Psyker ability of Illusion. Fogminds tend to travel in groups and will cause anyone within range to feel like a fog has appeared around them, the effect intensifies the closer one gets to the Fogminds as they mean to ward off travellers. According to survivors, when the Fogminds become aggravated they can intensify their illusion, making it feel as though the fog itself is choking you, leading to some people dying due to asphyxiation which has also lead to these monsters being considered a bit of a boogeyman for those seeking to travel into the regions controlled by Metis' Army.
==Characters & Factions==
Name 	Leader	Description
New Market 	
Kendra	Formed in the heart of Detroit, New Market is a series of settlements that originally developed out of early trader outposts that became bound together through scavengers and Vault Dwellers who helped to keep money flowing through the land. They're one of the more successful factions in the wasteland with considerable defences and border the Detroit River which they use as their primary water source. Large amounts of the old city center have been converted into agricultural zones that grow a wide variety of crops, to prevent raiders from getting to them however the settlements are extremely well-guarded with trained guards and soldiers who readily patrol the territory although are often bored and dissatisfied with the more reclusive view of the faction's leaders with regards to handling their territorial neighbours.
New Market 	
Kendra	Mayor Kendra is the leader of New Market, hailing from a lineage of water traders, her family made quick tactical moves to get into a position of power and has remained there ever since. Although Kendra is charismatic and quite friendly she is hopelessly oblivious to the plights of the commonfolk in her settlements, often believing the issue lies inwards rather than looking at expanding their territory. Many regard her as a nice but ineffective leader and some believe she is afraid of conflict. What she lacks in combat experience she more than makes up for in her silver tongue, through her dealings the territory of New Market has become gorged with wealth thanks to tolling on caravans and the richness of its resources.
The Highlanders 	
David	The Highlanders are a highly militaristic faction found south of Dead Man's Land. The faction has had the longest time to deal with Metis' Army and is the most formidable in terms of enduring attacks, having used their knowledge of machinery to build large defensive walls around their territory. The group modelled themselves on the Highlanders of Scotland, believing that by following the tactics and ideology of the ancient past they'd be able to adapt them into the present. This has been somewhat lost on the generations however as many tend to emulate the old society directly leading to many family conflicts between clans over the right to rule.
The Highlanders 	
David	King David is the current leader of the Highlanders, ascending to the position when he defeated his brother in combat, although David is a fairly calm individual in conversation he is considered ruthless in battle, being known to be extremely aggressive and having a rage described as super-human. Like many of the leaders of the family clans, David has a strong belief in the importance of one's family and has been known to make decisions emotionally based on his beliefs around the subject. Although there are some who wish to challenge his rule, they're few and far between and not organized with all of the clan leaders being loyal to David.
Royalists 	
Mariangela	The Royalists are a faction of highly successful traders and mercenaries who banded together to form a coalition of settlements to the North of Dead Man's Land. The area had access to many of the Pre-War industrial plants that were primarily used for the non-military manufacturing, as such the Royalists, having learnt how to operate these industrial plants are generally seen as quite a peaceful and friendly faction to outsiders and traders as their luxury and comfort invites many and often siphons a traveller's earnings without feeling swindled. The faction maintains a surprisingly cordial relationship with the raiders around them thanks to the agreed transaction of slave labour with the Royalists purchasing the slaves primarily to operate the industrial plants. Although regarded as morally reprehensible of the faction, others often have an underlying agreement as the Royalists are one of the only factions in the entire Michigan area to treat their slaves with some degree of decency.
Royalists 	
Mariangela	Mariangela is the current head of the Royalists, unlike many of her predecessors, she did not inherit the position through a bloodline but rather through her cunning, operating the Red Queen's Casino she managed to acquire the rights to several of the industrial plants giving her sizeable ownership of the entire Royalists territory. Though many are dubious of her position as leader she has yet to make a move that would anger the somewhat tense relationship between the major stakeholders of the faction. Not much is known about her past as she was originally an outsider to the faction although some suspect she might be part of one of the old bloodlines that disappeared long ago or the child of some of the slaves seeking to reverse the control of the land.
Thunderbranch Tribe	
Taranis	Having developed from a faction of wastelanders, over generations the group that would become known as the Thunderbranch Tribe retained only the most necessary of qualities of the old world, often reinterpreting the excesses into more religious symbols. Though many who are unfamiliar with the group assume that given their title as "Tribe" might suggest they're technologically backwards this is untrue. The faction grew out of a bunker in the industrial heart of Detroit and has learned to balance their machines and nature, creating impressive defences through the large forested area to the east of their territory and handmade weapons which give them an edge in battle thanks to their ability to make use of post-war technology. The group is tricky to work with however as they're of strong beliefs in a new world ideal and find emulation of the old world to be sinful, they also are rather poor diplomats focusing more so on intimidating rival factions into leaving them alone with their threat of invasion being a very real and dangerous one for others.
Thunderbranch Tribe	
Taranis	Taranis is the current Elder of the Tribe, although the title is misleading as he's only 29. Taranis rose through the ranks quickly thanks to his unnatural abilities at controlling the wildlife of the woods, something even others in his tribe have trouble with. Taranis represents the more standoff-ish nature that the tribe currently presents to the outside world, firmly believing that his tribe should not try to rely on other factions for survival and often will ignore territorial claims by their rivals when he sends hunters out to find rare meat. He is kept mostly in check however by his close family who provide a more balanced view and try to get Taranis to see the benefits of trading and working with outsiders.
The Pointes 	
Madoc	During the Pre-War, the high society of Detroit congregated into a singular region of the city, effectively gating themselves off from the rest of Detroit and using their affluence and wealth to protect themselves. Although many perished during the great war, their vast wealth and resources did not. The region was taken over by numerous Raider gangs following the Post-War which eventually managed to unify under the leadership of those that would become known as the Pit Boss. Though their allegiance is uneasy the Raider gangs have formed into something more, no longer needing to solely rely on raiding to get by they're more reformed than most Raiders although punish insubordination severely. Although there is a rigorous hierarchy and groups who enforce the rules, many of the traditional rules found in other factions' boundaries are not present among The Pointes, chems and contraband are far more common with some of Detroit's chem production facilities being found within The Pointes' territory.
The Pointes 	
Madoc	Madoc is the sixth Pit Boss of The Pointes, his kempt appearance should not be mistaken however, he is amongst the most ruthless the wasteland has to offer. Having earned his way up to becoming Pit Boss from a lowly freed slave, he is also the current reigning champion of The Pit where Raiders fight for money and glory. On the business side of things, Madoc is seen as particularly cruel, in his short seven year reign so far he's subjugated eight raider gangs and destroyed three more, adding to the ever-growing power of The Pointes, when Madoc seeks out others for trade it has only very rarely ended up with him letting the other group walk away without punishment.
Red Walkers 	
Tulok	A population of Canadians who managed to survive the Great War, the Red Walkers are a hardy faction who are distrusting of outsiders, the old beliefs of the Pre-War Canadians against the Americans is still held strongly by some of the oldest among the faction in particular the Ghouls who managed to live through the Great war. The faction is based out of the old Windsor Airport, a major marshalling location for the US during the conflict at Anchorage, its large fortifications and anti-air cannons make it one of the more formidable locations in the Detroit area, the airfield also gives the Red Walkers an edge over most thanks to their access to Vertibirds although this has simply lead to other factions investing in Anti-Air technology of their own.
Red Walkers 	
Tulok	Tulok is the leader of the Red Walkers by the events of the game, having inherited the position democratically, he is seen as a force of change within the faction as his youth and difference in opinions of the Americans has spurned a wave amongst the population. Many however cite his absence from the Red Walkers during his youth as a point of contention, believing he cannot hold the true ideals of the faction as he has been supposedly influenced by the Americans, this does appear to hold some truth as Tulok is unusually open to trade with the other factions compared to his predecessors.
The Hills Tribes 	
Koda 	A collective of tribes from up to the North-West, who banded together to ward off Raiders. They're one of the more primitive groups in the Wasteland, often having reverence towards the Pre-War technology and holding it to be innately more divine than any Post-War technology. Due to not having a singular dominant tribe, the group works with a council of elders from each tribe who help to protect the ideals of their respective tribes. Their distance from the other factions in the wasteland has resulted in them developing a rather distinct set of views on trade, often gravitating towards lower technology and basic necessities seeing many of the conveniences of the Pre-War and Post-War technology as sacrilegious.
The Hills Tribes 	
Koda 	The leader of the Council of Elders and the head of the Jijikan Tribe, Koda is a very wise but also powerful individual amongst the tribals and is one of the few members of the Hills Tribes outwardly recognized by the other factions. Koda is a Psyker, having developed his abilities in his youth when exploring one of the impact sites North-West of Detroit, his abilities manifested as a type of foresight that he attributes as a gift from the stars above. Although he is cautious of outsiders, he is not as wary as other faction leaders, however takes considerably more effort to earn the respect of due to his experience having explored the wasteland, he believes strongly that the tribes must work together to become stronger and encourages the younger generations to explore the wasteland to gather experience that they can bring back to help the tribes.
Southern Riders 	
Colt 	Originating from the nearby vault, the Southern Riders are seen as one of the more technologically advanced factions in Detroit on account of their access to still reliably functional pre-war technology from their Vault. Although the Southern Riders are a welcoming group to outsiders they're very heavily orientated towards the aspirations of technological growth and believe it to be the duty of the post-war population to pick up where the pre-war left off. As such they're on more rocky terms with the other factions especially those who are more wary of technology. Uniquely among the factions, the Southern Riders have managed to make use of pre-war automobiles, with a few being used for their old pre-war purpose while most were siphoned for parts to built the faction's defensive structures.
Southern Riders 	
Colt 	Colt is the current leader of the Southern Riders, nicknamed the Gold Star by his immediate subordinates, he's a fairly friendly individual although like many in his faction is extremely devoted towards the progression of technology without hinderance. Colt is also among the first in the Post-War Detroit to have been cybernetically modified, enhancing his own innate abilities to help him serve as a leader to his people. As the leader of the Southern Riders, it is Colt's duty to maintain the territory with his band of riders who patrol the territory in case of external threats, many a foe has fallen to his incredible quickshot, some attributing it to chem usage although those in the Southern Riders state it to be his cybernetic enhancements.
==Perks==
Across Fallout Detroit there are a total of 200 Perks that can be unlocked through levelling, many of these perks return from Fallout: New Vegas although just as many are also entirely new to the series. Like with Fallout: New Vegas the player can acquire a new Perk every two levels with a total of 30 across a character's playthrough once they reach max level. The requirement for Perks differs with some simply requiring the player to be at the level necessary while others require specific Skills, SPECIAL Stats or both.
Skill 	Requirements 	Effects
Black Widow / Lady Killer 	Level 2 	+10% Damage against the Opposite SexBonus Dialogue in Conversations
Cherchez La Femme / Confirmed Bachelor	Level 2 	+10% Damage against the Same SexBonus Dialogue in Conversations
Intense Training 	Level 2 	+1 to any SPECIAL stat
Street Smarts 	Level 2 	+1 Charisma while under the effects of Chems
Mutation 	Level 2 	Random Effects from Radiation Intake+5% Radiation Resistance
Blood Money 	Level 2 	Extra Money Yields from Crippled Enemies
Hunter 	Level 2Survival 24 	+75% Critical Damage against Creatures+1 Meat Yields from Creatures
Junk Hauler 	Level 2STR 4 	-10% Weight for Junk ItemsMore Junk leads to higher Melee Crit. Chance
Deadeye 	Level 2PER 3 	Can Target Eyes in VATS
Reinforced Liver 	level 2END 3 	x2 Longer to get Drunk from Alcohol
Anti-Venom 	Level 2END 4 	-25% Poisoned Duration5% Chance getting Poisoned causes Healing instead
Egotistical 	Level 2CHA 4 	-2 Skill Requirement for Skill ChecksBonus Dialogue in Conversations
Swift Learner 	Level 2INT 3 	+10% Experience Gain
Retention 	Level 2INT 4 	x2 Skill Magazine Effect Duration-25% Negative Effects of Chems
Freerunner 	Level 2AGI 3 	-10% AP Consumption from SprintingCan vault short walls
Cats in the Bag 	Level 2LCK 4 	+25% Crit. Chance if Crit would kill
Heave, Ho! 	Level 2STR 3Explosives 21 	+25% Range of Throwing Weapons-50% Weight for Explosives
Iron Hammer 	Level 2STR 4Armourer 21 	+25% Armour Durability0.5% Bounceback Effect Chance
Voice in the Wind 	Level 2PER 4Trickery 24 	Can make Low Intelligence enemies Frenzy
Friend of the Night 	Level 2PER 4Stealth 21 	Night Vision+5% Damage from 6PM to 6AM
Slow Delivery 	Level 2END 3Medicine 21 	+50% Healing from Stimpaks+50% Slower Health Recovery with Stimpaks
Pack Animal 	Level 2CHA 3Leadership 21 	Additional Commands for Animal Companions
Merchant of Rags 	Level 2CHA 4Barter 24 	+33% Better Prices for Junk Items
Rapid Reload 	Level 2AGI 4Ballistics 21 	+15% Faster Reloading Guns+25% Faster Reloading Guns if the clip is empty
Entropic Reaction 	Level 2LCK 3Chemicals 24 	Bonus Effects for Chemical Weapons
Cannibal 	Level 4 	Ability to eat killed humans
Keen Memory 	Level 4 	Can tag an enemy while Scoped
Run'n Gun 	Level 4Ballistics 29Energy Weapons 29 	-50% Bullet Spread on Small GunsBetter Aiming while Sprinting
Zoologist 	Level 4Science 29 	+25% Damage against Creatures in VATS+25% More Healing from Meat
Travel Light 	Level 4Survival 37 	+10% Movement Speed while wearing Light Armour-25% AP Consumption when Carry Weight is less than 25% of Capacity
Rad Child 	Level 4Survival 43 	+2 HP Regeneration per 150 Rads
Old World Knowledge 	History 34 	+25% Faster Reloading Pre-War Guns+25% Higher Skill Boost from Skill Magazines
Tracker 	Level 4Beastmaster 29 	Able to detect animals via Trails
Nighty Night 	Level 4STR 4 	Melee Attacks & Weapon Butting can knockdown an Enemy
Vitality 	Level 4END 4 	+10% Healing from all ConsumablesTime Slows when HP < 5%
Comprehension 	Level 4INT 3 	+1 Additional Skill Point from Skill Books+25% Longer Effect Duration from Skill Magazines
Educated 	Level 4INT 3 	+10% More Skill Points per Level
Gambler's Hand 	Level 4LCK 5 	Additional Effects during Gambling
Mutagenic Target 	Level 4INT 3Survival 34 	+25% Damage against AbominationsCan target Mutations in VATS
Industrialization 	Level 4PER 4Weaponsmith 29Electrosmith 29 	Upgrading Weapons also Repairs them
Bloody Mess 	Level 6 	More Violent Death Animations+5% Damage Overall
Gunslinger 	Level 6 	+25% Accuracy with One-Handed Guns
Shotgun Surgeon 	Level 6Ballistics 39 	Shotguns ignore 10% DT of Enemies+1 Clip Capacity for Shotguns
Vigilant Recycler 	Level 6Energy Weapons 39Electrosmith 43 	5% Chance of recovering Energy & Chemical Ammunition when usedCan craft Energy & Chemical Ammunition
Hand Loader 	Level 6Weaponsmith 49 	5% Chance of recovering Ballistic Ammunition when usedCan craft Ballistic & Throwing Ammunition
Shining Armour 	Level 6Armourer 27Science 46 	+20 DT against Energy Weapons when wearing Metal Armour5% Chance of Bounceback Effect with Metallic Armour
Chem Dealer 	Level 6Medicine 39 	Can Mix Chems via Crafting+100% Chem Yields from Enemies
The Professional 	Level 6Stealth 49 	+25% Sneak Attack Damage from One-Handed GunsSneak Attacks ignore 50% Enemy DT
Silver Tongue 	Level 6Trickery 43Speech 46 	Bribery Options for DialogueCan make Low Intelligence enemies run in Fear
Sniper's Perch 	Level 6PER 5 	+50% Damage while Scoped with Sniper Rifles+25 DT when Stationary with Sniper Rifles
Buddy System 	Level 6CHA 5 	Companions take Damage for the Player when the Player's HP < 10%
Explosive Compounds 	Level 6INT 4Explosives 39Chemicals 43 	+25% Blast Radius of ExplosivesCan Craft Explosive Ammunition
KO King 	Level 6STR 5Unarmed 49 	2% Chance to instantly kill in VATS with Unarmed attacks
Man of the Past / Woman of the Past 	Level 6INT 4Science 46History 43 	+25% Radiation DamageBonus Dialogue in Conversations
Locksmith 	Level 6AGI 5Lockpick 49 	Increases Lockpicking Sweet SpotCan Lock Doors on Enemies
The Joker 	Level 6LCK 5Trickery 43Barter 39 	Once per Day a Joker Card with a Value of 1000 can turn up in the player's inventory while Bartering
Commando 	Level 8 	+25% Accuracy in VATS with Automatic Guns
Explorer 	Level 8 	+10% Experienced Gained from discovering locations+15 Reputation with Unmet Factions
Cowboy 	Level 8Ballistics 42Melee 42 	+25% Damage from Lever-Action Guns, Revolvers, Dynamite and Small Throwing Weapons
Bomb Defusal 	Level 8Explosives 58 	Mines do not explode near the PlayerPlayer can disarm and throwback Grenades
Living Anatomy 	Level 8Medicine 51 	Shows Health and DT of enemies in VATSAdditional Targeting options in VATS
Canine Companions 	Level 8Survival 42Beastmaster 39 	As long as the player has a Creature companion, Creatures of that same group will be passive and ally towards the player
In the Shadows 	Level 8Stealth 48 	+90% Harder to be detect while in Shadowsx2 Sneak Attack Damage when in Shadows
Terrifying Presence 	Level 8Speech 58Leadership 55 	Can make Low Intelligence enemies ally with the playerBonus Dialogue in Conversation
Strong Back 	Level 8STR 5END 5 	+50 Carry Weight+10 DT when being attacked from behind
Marathon Runner 	Level 8END 5AGI 5 	+10% Jump Heightx2 AP Regeneration while Running (not Sprinting)
Quick Draw 	Level 8AGI 5 	Time Slows while unholstering a weapon+25% Faster Reloading Speed
Scrounger 	Level 8LCK 6 	Find Lighter Junk Items more Often+50% Ammunition from Containers
Super Slam! 	Level 8STRMelee 48 	+15% Disarming Chance with Melee Weapons & Unarmed+50% Limb Damage with Melee Weapons & Unarmed
Adrenaline Rush 	Level 8END 5Unarmed 55 	+25% Damage from Unarmed Attacks after an Unarmed Killx3 AP Regeneration while performing Unarmed Attacks
Boozehound 	Level 8STR 5Survival 42 	+50% HP Recovery from Alcohol+25% Positive Benefits from Alcohol
Radaptations 	Level 8END 5Survival 51 	+20% Radiation ResistanceBenefits from Low Rads
Pack Rat 	Level 8INT 5Barter 48 	Duplicates of Items have their Weight Halved in the player's inventory
Finesse 	Level 10 	+5% Critical Hit Chance+25% Critical Damage
Night Person 	Level 10 	+2 PER & +2 INT from 6PM to 6AM+3 PER & +3 AGI from 10PM to 2AM
Anarchist 	Level 10 	+5 DT against Enemies from Hostile Factions+5% Damage against Enemies from Hostile Factions
Plasma Spasm 	Level 10Energy Weapons 58 	-25% AP Cost for Energy Weapons
Snake Charmer 	Level 10Chemicals 44Melee 48 	5% Chance to inflict Poison with Melee Weapons & Unarmed-10% Damage from Poisonous Enemies
Math Wrath 	Level 10Science 61 	-15% AP Cost overall+10 AP
Pre-War Historian 	Level 10History 51 	+50% Yields from Pre-War ContainersBetter Material Yields for Junk Items
Mister Sandman 	Level 10Stealth 54 	Instantly Kill Sleeping NPCsx5 Stealth Damage from Baseball Bats
Seeing Red 	Level 10Leadership 51 	+50% Damage output when a Companion is downed/killed during a fight
Thermal Vision 	Level 10PER 6 	Able to detect Humans, Mammals, Birds, Robots & Abominations through walls when near
Blast Proof 	Level 10END 5 	-50% Damage from Explosions when not attacking
Soothing Song 	Level 10CHA 6 	Can make Low Intelligence enemies Pacified
Tactical Precision 	Level 10PER 5INT 5 	-50% AP Cost for Headshots in VATS+10% AP Regeneration when behind Cover
Sprinter 	Level 10AGI 6 	+10% Movement SpeedKnock down Small Enemies while Sprinting
Lucky Friends 	Level 10LCK 5 	3% Chance for Miss Fortune to appear in VATS3% Chance for the Mysterious Stranger to appear in VATS3% Chance for the Shrouded One to appear in VATS
Cooling Systems 	Level 10INT 5Ballistics 51Explosives 51 	-50% Ammo Consumption from Big Guns
Blast Furnace 	Level 10END 4Weaponsmith 54 	More options for Customizing Ballistic, Explosive, Melee, Throwing & Unarmed Weapons
Advanced Circuitry 	Level 10INT 4Electrosmith 54 	More options for Customizing Energy Weapons, Chemical Weapons & Power Armour
Adaptive Genetics 	Level 10END 5Medicine 51Survival 54 	+10% Harder to be detected by Abominations-20% Chance of Chem Addictions
Nerd Rage! 	Level 10STR 5INT 5Science 51 	+30 DT and +50% Damage when the Player's HP is below 25%
Amongst Enemies 	Level 10CHAT 5AGI 5Trickery 54 	Player will not be detectable by Sniffer NPCs while wearing Faction Clothing
Fast Metabolism 	Level 12 	+20% Healing from Stimpaks+20% Radiation Removal from Radaway
Farmer 	Level 12 	+2 Yields for Fruit, Grains & Vegetables
Arms Length 	Level 12Ballistics 54 	+50% More Pellets for Shotguns+10% Enemy Knockback from Ballistic Weapons
Hit the Deck 	Level 12Explosives 61 	+25% DT against ExplosionsTake no Damage from Explosions from Companions
Pyromaniac 	Level 12Chemicals 61 	+33% Fire Damage+15% Range for Fire-based Weapons
Piercing Strike 	Level 12Unarmed 61 	Ignore 15 DT on Enemies when using Melee Weapons & UnarmedIgnore 50 DT on Enemies when using Melee Weapons & Unarmed in VATS
Robotics Expert 	Level 12Electrosmith 61Science 57 	+25% Damage Resistance against RobotsCan shut down Robots when Undetected
Junk Bracing 	Level 12Medicine 54 	Can fix Crippled Limbs with Junk
Spectre 	Level 12Stealth 54 	+20% Chance that Enemy attacks whif while using a Stealth BoyUsing a Stealth Boy can make enemies run in Fear
Bullseye 	Level 12PER 6AGI 6 	+25% Accuracy for Headshoots in VATS+10% Accuracy in VATS when Undetected
Life Giver 	Level 12END 6 	+50 HP+50% Companion HP Regeneration
Second Chance 	Level 12LCK 7 	1% Chance to recover all HP when HP hits 0
Unstoppable Force 	Level 12STR 6Melee 61 	x4 Damage against Blocking Enemies with Melee Weapons & Unarmed+50% Damage while Sprinting with Melee Weapons & Unarmed
Silent Running 	Level 12AGI 5Stealth 46 	+50% Harder to detect while SprintingCan Sprint while Crouching
Long Haul 	Level 12END 5Barter 61 	Can Fast Travel even when Over-encumbered+10% Better Prices with Wandering Traders
Pack Master 	Level 12INT 5Beastmaster 50 	Able to order Creatures at Lower Levels to the Player+50% Harder to detect against Creatures
Ghastly Scavenger 	Level 12Cannibal Perk 	The Player can eat Abominations
Bionic Skeleton 	Level 14 	-50% Limb Damage+50 DT when not wearing any Clothes
Purifier 	Level 14 	+50% Damage from Melee Weapons & Unarmed against Abominations
Center of Mass 	Level 14Ballistics 64 	+20% Damage in VATS against the Torso of EnemiesCrippling an Enemy's Torso will cause them to randomly Stagger
Chemist 	Level 14Chemicals 60Medicine 64 	x2 Duration of Chems1% Chance for Stimpaks to cure Addictions
Jury Rigging 	Level 14Weaponsmith 68Electrosmith 68 	Able to Repair Weapons with lower grade Junk
Chimeric Armour 	Level 14Armourer 56 	More Options for Customizing Armour
Under the Stars 	Level 14Survival 60 	Bonus Effects from Sleeping Outside+1 Food Yields from 6PM to 6AM
Rallying Cry 	Level 14Leadership 60 	5% Chance for Faction Allies to randomly appear during a Battle
Primal Instincts 	Level 14STR 6 	+50% Damage from Unarmed against Creatures+50% Damage from Gauntlets & Throwing Weapons
True Sight 	Level 14PER 7 	Can target Invisible Enemies while in VATS+20% Accuracy in VATS when under the effects of Chems
Sweet Talker 	Level 14CHA 6 	50% Chance committing crimes won't negatively affect Faction Reputation-50% Bribery Costs
Quick Handed 	Level 14AGI 5 	+50% Chance of Reverse Pickpocketing succeeding+50% Chance of Pickpocketing Money succeeding
Explosive Fist 	Level 14STR 8Explosives 56Unarmed 56 	15% Chance Unarmed attacks cause Explosions
Biohazard Spew 	Level 14END 6Chemicals 68 	10% Chance that getting hit causes player to shoot a Poisonous Projectile
Book Keeper 	Level 14INT 6History 60Speech 60 	+1 DT for every two books in the Inventory+50% Better Prices for Books
Deal with the Devil 	Level 14CHA 7Barter 68 	Can Barter with Raiders
Tag! 	Level 16 	Tag one additional Skill
Akimbo 	Level 16 	The player is able to dual wield One-Handed Guns
Scavenger 	Level 16 	Randomly find Piles of Junk10% Chance Higher Quality loot from Containers
Marksman 	Level 16 	+1% Accuracy in VATS for every two levels you possess this perk
Weapon Etiquette 	Level 16 	-15% Weapon Degradation Speed
Meltdown 	Level 16Energy Weapons 75 	Enemies killed by Energy Weapons explode
Freezer Burn 	Level 16Chemicals 67 	+33% Cryo Damagex2 Duration of Freezing Immobilization
Tesla Armour 	Level 16Electrosmith 75Armourer 75 	Options for Tesla variants of Armour
Man of the Wild / Girl of the Wild 	Level 16Survival 67 	+15% Healing from Raw Food Items
Weapon Handling 	Level 16STR 8 	+50% Attack Speed for Melee Weapons & Unarmed-15% AP Cost of Melee Weapons with Weight greater than 10
Sequence Breaker 	Level 16PER 6AGI 6 	20% Chance that VATS don't consume AP when used
Reserved Criticals 	Level 16PER 6LCK 6 	Build up Critical Hits in VATS that can be expended
Action Boy / Action Girl 	Level 16AGI 7 	+30 APRecover 5 AP per Kill
Waste Not 	Level 16LCK 7 	25% Chance to recover Ammunition that hits the player
Bayoneteer 	Level 16STR 6PER 6Ballistics 65Melee 71 	+100% Damage from Weapon ButtingWeapon Butting causes Bleeding
Ballistic Weave 	Level 16INT 6Armourer 67 	Able to remove and add effects to ArmourMore options for Customizing Armour
Playing both Sides 	Level 16CHA 7Trickery 67Speech 67 	-50% Negative Reputation Effects
Crafting Expert 	Level 18 	+25% Experience Gain from Crafting1% Chance crafting has Bonus Effects
Concentrated Fire 	Level 18Ballistics 74Energy 74 	+10% Accuracy for each subsequent attack in VATS
Paralyzing Palm 	Level 18Unarmed 74 	Paralyze Enemies with Unarmed in VATS+15% Attack Speed for Unarmed
Beast Rider 	Level 18Survival 70Beastmaster 70 	Can make Creatures temporary AlliesAble to ride on Allied Large Creatures
Strongman 	Level 18STR 7 	Weapons Weight greater than 10 is Halved+25% Attack Speed with Slow Melee Weapons
Breaching Force 	Level 18STR 8 	Can Bypass Locks by using Unarmed Attacks
Kneecapper 	Level 18PER 7 	+10% Longer Stagger when Enemies are Crippled+25% Limb Damage against Legs
Coordination 	Level 18PER 7CHA 7 	+50% Critical Hit Chance for Companions
Stacked Hand 	Level 18LCK 7 	25% Chance used Ammunition is found on Killed Enemies
Explosive Treatment 	Level 18END 7INT 7Explosives 74Armourer 66	+10% Armour Durability-50% Durability Damage from Explosions to Armour
Computer Whiz 	Level 18INT 7Science 74 	+5 Uses on Hacking ToolsCritically Failing Hacking doesn't alert the Security System
Infiltrator 	Level 18PER 7Lockpick 70 	+5 Uses on Lockpicking ToolsGain a Lockpick equal to the Lock Quality upon succeeding
Grim Reaper 	Level 20 	+50% Critical hit Chance in VATS after a KillRecover 5 AP per Kill
Ninja 	Level 20Melee 77Stealth 77 	x1.5 Critical Damage from Melee Weapons & Unarmed
Boxing Champion 	Level 20Unarmed 77 	+75% Damage from Boxing Gloves+25% Knockout Chance from Boxing Gloves
Scrapheap 	Level 20Weaponsmith 81 	x2 Yields for Junk Items when Scrapping WeaponsBetter Yields for Junk Items when Scrapping Weapons
Field Research 	Level 20Science 73Barter 73 	+45% Better prices for Energy & Chemical Weapons & Ammunition
Solar Powered 	Level 20END 7 	+2 STR, +1 HP Regeneration from 6AM to 6PM+3 STR, 2 HP Regeneration from 10AM to 2PM
Flurry Rush 	Level 20AGI 9 	+15% Attack Speed+25% Attack Speed when the Player's HP is below 20%
Neurosurgery 	Level 20INT 8Medicine 73Science 77 	-25% Damage taken from HeadshotsThe player's head cannot be crippled
Integrated Systems 	Level 20INT 5Science 69 	+10% Accuracy in VATS+20% Harder to detect with Pip-Boy Light active
Fermentation 	Level 20END 8Survival 73 	Better benefits from Alcohol-20% Chance of Alcohol Addiction
Magician's Hand 	Level 20LCK 8History 77 	10% Chance to find Skill Magazines from ContainersCan repair Burnt Books into Skill Magazines
Spray & Pray 	Level 22 	Player & Companions do not take friendly fire
Wastelander 	Level 22 	+10% Radiation ResistanceTake no Radiation from Consumables
Laser Commander 	Level 22Energy Weapons 89 	+25% Damage from Laser Weapons10% Chance Laser Weapons cause enemies to burn
Physicist 	Level 22Melee 85Science 85 	5% Chance Melee Weapons & Unarmed attacks send enemies flying-25% AP Cost for Power Attacks
Guildsman 	Level 22Leadership 85 	+25% Positive Reputation EffectsMoney Rewards for Factions increase with positive reputation
Field Marshal 	Level 22PER 9 	Able to tag an enemy to track their location+2 PER when using VATS
Born Ghoul 	Level 22END 9 	+50% Radiation ResistanceBenefits from Moderate Rads
Atomic Power! 	Level 22END 9 	AP Regeneration scales with the player's RadsRecover AP when inflicted with Radiation Damage
Thermophysicist 	Level 22INT 7Chemicals 89 	Duration of Burn effects last twice as longFreeze effect deals damage over time
Quick Fingers 	Level 22AGI 8Science 85Lockpick 85 	Hacking automatically disables securitySuccessful lockpicking makes the player invisible for 5 seconds
Smooth Operator 	Level 22CHA 8Speech 85 	Gain bonus effects from speech checksBonus Dialogue in Conversations
Veteran 	Level 24 	+10% Damage against enemies at Lower Levels+25% Experience gained from Tagged Skills
Eye for an Eye 	Level 24 	+20% Limb damage for each crippled limb the player has
Tribalistic 	Level 24Unarmed 93Survival 88 	+20% Effect duration of crafted consumables+30% Damage from Throwing Weapons & Unarmed
Divine Intervention 	Level 24LCK 9 	1% Cahnce enemies are struck by lightning regardless of weatherAdditional Random Encounters
Certified Tech 	Level 24PER 8Energy Weapons 84Science 74 	100% Chance of finding Fusion Cores on RobotsMore targeting options on Robots in VATS
Slayer 	Level 24STR 7AGI 7Unarmed 88 	Crippling an enemy's head with Melee Weapons decapitates them+10% Limb damage from Melee Weapons
Mounted Guns 	Level 24INT 9Weaponsmith 93Armourer 93 	Option to add mounted weapons to Power Armour
Field Chef 	Level 24INT 7Survival 79 	+1 Meat Yield from Creatures+20% Healing from Raw Food
King's Gambit 	Level 26 	Money can be used if a gun runs out of Ammunition
Tactical Nuke 	Level 26Explosives 92Science 92 	Can make MIRV Grenades+100% Explosive Damage from Mini Nukes & Nuke Grenades
Nerves of Steel 	Level 26AGI 9 	-50% AP consumption while holding your BreathUp to +20 DT based on AP
Lock Rigging 	Level 26INT 9Explosives 87Lockpick 92 	Can rig doors with Explosives
Gladiator 	Level 26STR 9Melee 92 	+25% Damage and +50 DT when wielding Swords, Axes, Spears & Clubs
Irradiated Beauty 	Level 26END 8CHA 8Speech 77 	Rads are removed while SleepingHigher Rads lead to a heightened Speech Skill
You're SPECIAL 	Level 28 	+1 to all SPECIAL Stats
Ammo Conservation 	Level 28Ballistics 100 	5% Chance to not consume Ammunition
Rushdown 	Level 28AGI 10 	+10% Movement Speed while being hitx2 Range for Melee Weapons in VATS
Miniaturisation 	Level 28PER 10Energy 100Science 100 	x2 Fusion Core Duration-50% Weight for Energy Weapons
Posse Party 	Level 28CHA 10Leadership 100 	+1 Recruitable Companion
Saintly Glow 	Level 50Karma > 500 	+5 HP Regeneration outside of BattleCan bring back a Dead Companion onceResets Karma to 0
Perfectly Balanced 	Level 50-500 < Karma < 500 	+10 to all Skills-5 Requirement to all Skill ChecksResets Karma to 0
Satan's Payout 	Level 50Karma < -500 	+10% All Damage+25% Yields from Killed EnemiesResets Karma to 0
==Items==
===Weapons===
Weapons 	Weapons 	Weapons 	Weapons 	Weapons 	Weapons 	Weapons
Handguns 	Handguns 	Handguns 	Handguns 	Handguns 	Handguns 	Handguns
Name 	Base DMG () 	Fire Rate 	Range 	Accuracy 	Ammo 	Mag. Size
9mm Pistol 	16 	53 	83 	70 	9mm 	13
9mm Mauser 	18 	58 	73 	70 	9mm 	7
9mm Micro Pistol 	16 	48 	73 	80 	9mm 	5
10mm Pistol 	22 	46 	83 	60 	10mm 	12
Machine Pistol 	18 	138 	71 	48 	10mm 	16
Pepperbox 	18 	3 	95 	36 	10mm 	3
Silent Revolver 	50 	6 	83 	61 	.308 	6
Desert Eagle 	19 	46 	83 	46 	.44 	8
.44 Revolver 	48 	6 	83 	65 	.44 	6
Single Action Revolver 	62 	6 	158 	64 	.44 	6
Silenced Pistol 	11 	60 	66 	96 	.45 	16
Twin-Barrelled Pistol 	13 	30 	50 	72 	.45 	16
Sub-Machine Guns 	Sub-Machine Guns 	Sub-Machine Guns 	Sub-Machine Guns 	Sub-Machine Guns 	Sub-Machine Guns 	Sub-Machine Guns
Name 	Base DMG () 	Fire Rate 	Range 	Accuracy 	Ammo 	Mag. Size
9mm SMG 	14 	189 	107 	32 	9mm 	30
UZI 	22 	174 	66 	32 	9mm 	25
Scorpio 	13 	128 	144 	32 	9mm 	30
Personal Defense SMG 	29 	140 	166 	32 	9mm 	50
10mm SMG 	19 	154 	107 	22 	10mm 	30
Overloaded SMG 	13 	462 	71 	11 	10mm 	90
Tommy Gun 	12 	127 	107 	63 	.45 	100
Stubby UZI 	11 	193 	83 	63 	.45 	30
Rifles 	Rifles 	Rifles 	Rifles 	Rifles 	Rifles 	Rifles
Name 	Base DMG () 	Fire Rate 	Range 	Accuracy 	Ammo 	Mag. Size
BB Gun 	4 	26 	73 	96 	BB 	100
Assault Rifle 	13 	206 	119 	40 	5mm 	24
Century Machine Gun 	17 	86 	249 	80 	5mm 	50
Caravan Rifle 	20 	55 	164 	84 	5mm 	16
Light Machine Gun 	21 	206 	194 	32 	5.56mm 	90
Service Rifle 	18 	72 	251 	87 	5.56mm 	20
Steyr 	41 	116 	203 	93 	5.56mm 	40
Varmint Rifle 	18 	21 	166 	200 	5.56mm 	5
Pellet Gun 	12 	38 	87 	74 	5.56mm 	7
Automatic Rifle 	40 	103 	158 	19 	5.56mm 	20
Hunting Rifle 	52 	15 	131 	480 	.308 	5
Sniper Rifle 	45 	33 	332 	240 	.308 	5
Double Rifle 	30 	42 	106 	160 	.308 	10
Scout Rifle 	33 	36 	214 	116 	.308 	5
Lead Caser Rifle 	30 	3 	176 	84 	.44 	8
Hunting Carbine 	28 	9 	262 	90 	.45 	10
Radium Rifle 	26/40 	40 	119 	69 	.45 	20
Lever Action Rifle 	32 	29 	122 	96 	.45 	7
Anti-Material Rifle 	110 	7 	249 	320 	.50 	8
Dragon Rifle 	60/18 	16 	332 	295 	.50 	10
Anti-Tank Rifle 	135 	3 	252 	114 	.50 	1
Shotguns 	Shotguns 	Shotguns 	Shotguns 	Shotguns 	Shotguns 	Shotguns
Name 	Base DMG () 	Fire Rate 	Range 	Accuracy 	Ammo 	Mag. Size
Combat Shotgun 	61 	20 	47 	23 	Shell 	8
Double-Barrel Shotgun 	55 	36 	47 	16 	Shell 	2
Jackhammer Shotgun 	53 	46 	58 	28 	Shell 	10
Riot Shotgun 	67 	69 	47 	19 	Shell 	12
Revolver Shotgun 	78 	58 	36 	32 	Shell 	5
Maul Shotgun 	65 	30 	50 	22 	Shell 	5
Defender Shotgun 	32 	36 	41 	26 	Shell 	48
Big Guns 	Big Guns 	Big Guns 	Big Guns 	Big Guns 	Big Guns 	Big Guns
Name 	Base DMG () 	Fire Rate 	Range 	Accuracy 	Ammo 	Mag. Size
Minigun 	12 	343 	131 	48 	5mm 	240
Condor Rotary Gun 	36 	286 	184 	66 	.50 	100
Modified Vertibird Chaingun	34 	1140 	186 	52 	.50 	500
Flamer 	15 	137 	47 	96 	Flamer Fuel 	60
Heavy Incinerator 	16/15 	69 	92 	96 	Flamer Fuel 	24
Ramjet 	12 	1150 	64 	114 	Flamer Fuel 	240
Rocket Launcher 	125/200 	27 	203 	160 	Missile 	1
Grenade Rifle 	2/100 	36 	110 	48 	Grenade 	1
Grenade Machinegun 	50 	51 	228 	48 	Grenade 	30
Anti-Sub Rifle 	30/80 	3 	330 	106 	Grenade 	1
Mons Americana 	175/25 	7 	125 	24 	Grenade 	1
Fat Man 	30/600/400 	27 	117 	96 	Mini Nuke 	1
Shearing Rifle 	330/400 	12 	500 	2400 	Mini Nuke 	1
Energy Weapons 	Energy Weapons 	Energy Weapons 	Energy Weapons 	Energy Weapons 	Energy Weapons 	Energy Weapons
Name 	Base DMG () 	Fire Rate 	Range 	Accuracy 	Ammo 	Mag. Size
Laser Pistol 	12 	65 	71 	480 	Microfusion Cell 	30
Laser Rifle 	22 	53 	203 	1920 	Microfusion Cell 	24
Gatling Laser 	10 	514 	256 	80 	Microfusion Cell 	240
Flare Gun 	10/10 	31 	146 	96 	Microfusion Cell 	10
Pulse Gun 	5 	17 	36 	480 	Microfusion Cell 	25
Tesla Rifle 	39 	40 	83 	70 	Microfusion Cell 	15
Arc Welder 	9 	137 	12 	96 	Microfusion Cell 	30
Tesla Cannon 	80/20 	22 	122 	480 	Microfusion Cell 	20
Reactor Rifle 	80/40 	16 	116 	20 	Microfusion Cell 	7
Photon Gun 	24/4 	76 	55 	480 	Microfusion Cell 	120
Lightning Gatling 	10 	212 	392 	12 	Microfusion Cell 	400
Gauss Pistol 	50 	58 	166 	58 	2mm Electromagnetic Cartridge 	12
Gauss Rifle 	120 	51 	191 	1600 	2mm Electromagnetic Cartridge 	5
Gauss Cannon 	255/255 	1 	380 	480 	2mm Electromagnetic Cartridge 	1
Coil Pistol 	16 	116 	82 	80 	2mm Electromagnetic Cartridge 	32
Magnetic Sniper Rifle 	116 	7 	698 	2400 	2mm Electromagnetic Cartridge 	3
Plasma Pistol 	33 	31 	119 	96 	Plasma Cartridge 	32
Plasma Rifle 	47 	24 	203 	240 	Plasma Cartridge 	24
Plasma Caster 	65 	51 	120 	69 	Plasma Cartridge 	10
Plasma Bomber 	50/14 	75 	72 	48 	Plasma Cartridge 	9
Cryolator 	20 	90 	71 	66 	Cryo Cell 	25
Refrigerator Pistol 	11 	114 	64 	60 	Cryo Cell 	11
Snow Blaster 	35 	33 	57 	46 	Cryo Cell 	9
Cryo-Sprayer 	9 	273 	79 	52 	Cryo Cell 	100
Ice Jack Gun 	84 	16 	220 	108 	Cryo Cell 	5
Gamma Gun 	100/10 	66 	119 	69 	Gamma Round 	8
Irradiator Cannon 	332/100 	18 	60 	96 	Gamma Round 	4
Misc. Guns 	Misc. Guns 	Misc. Guns 	Misc. Guns 	Misc. Guns 	Misc. Guns 	Misc. Guns
Name 	Base DMG () 	Fire Rate 	Range 	Accuracy 	Ammo 	Mag. Size
Needler 	11 	46 	80 	42 	Needle 	10
Nail Gun 	9 	240 	65 	34 	Nail 	90
Railway Rifle 	122 	10 	119 	69 	Railway Spike 	10
Air Gun 	0 	33 	205 	10 	Oxy-Canister 	500
Paintball Gun 	4 	257 	82 	66 	Paintball 	450
Unarmed 	Unarmed 	Unarmed 	Unarmed 	Unarmed 	Unarmed 	Unarmed
Name 	Base DMG () 	Atk. Speed 	Effects 	Effects 	Effects 	Effects
Brass Knuckles 	18 	Medium 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage
Shock Gloves 	6/35 	Fast 	Stun Chance 	Stun Chance 	Stun Chance 	Stun Chance
Lead Gloves 	12 	Fast 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage
Shielded Gloves 	18/10 	Medium 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage
Mittens 	1 	Medium 	N/A 	N/A 	N/A 	N/A
Hidebound Bracers 	12 	Fast 	Bonus Crit Chance 	Bonus Crit Chance 	Bonus Crit Chance 	Bonus Crit Chance
Power Fist 	40 	Medium 	Knockback Effect 	Knockback Effect 	Knockback Effect 	Knockback Effect
Boxing Gloves 	1 	Medium 	Knockout Chance 	Knockout Chance 	Knockout Chance 	Knockout Chance
Bladed Gauntlet 	25 	Medium 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance
Ballistic Fist 	40/40 	Medium 	Knockback Effect 	Knockback Effect 	Knockback Effect 	Knockback Effect
Climber's Claws 	15 	Fast 	Multiple Hits per Strike 	Multiple Hits per Strike 	Multiple Hits per Strike 	Multiple Hits per Strike
Supersonic Buster 	10 	Medium 	Knockback Effect 	Knockback Effect 	Knockback Effect 	Knockback Effect
Blunt Melee 	Blunt Melee 	Blunt Melee 	Blunt Melee 	Blunt Melee 	Blunt Melee 	Blunt Melee
Name 	Base DMG () 	Atk. Speed 	Effects 	Effects 	Effects 	Effects
Police Baton 	10 	Medium 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage
Crowbar 	15 	Medium 	N/A 	N/A 	N/A 	N/A
Pipe Wrench 	23 	Medium 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage
Baseball Bat 	22 	Slow 	Knockback Effect 	Knockback Effect 	Knockback Effect 	Knockback Effect
Golf Club 	17 	Slow 	Knockback Effect 	Knockback Effect 	Knockback Effect 	Knockback Effect
Rebar Club 	42 	Slow 	Knockout Chance 	Knockout Chance 	Knockout Chance 	Knockout Chance
Shovel 	12 	Medium 	N/A 	N/A 	N/A 	N/A
Board 	25 	Slow 	N/A 	N/A 	N/A 	N/A
Tire Iron 	15 	Medium 	N/A 	N/A 	N/A 	N/A
Walking Cane 	18 	Medium 	N/A 	N/A 	N/A 	N/A
Manual Drill 	14 	Fast 	Multiple Hits per Strike 	Multiple Hits per Strike 	Multiple Hits per Strike 	Multiple Hits per Strike
Water Tank Club 	30 	Slow 	N/A 	N/A 	N/A 	N/A
Acid Root 	16/12 	Medium 	N/A 	N/A 	N/A 	N/A
Sharp Melee 	Sharp Melee 	Sharp Melee 	Sharp Melee 	Sharp Melee 	Sharp Melee 	Sharp Melee
Name 	Base DMG () 	Atk. Speed 	Effects 	Effects 	Effects 	Effects
Combat Knife 	15 	Fast 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance
Knife 	8 	Fast 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance
Spear 	20 	Medium 	Longer Range 	Longer Range 	Longer Range 	Longer Range
Switchblade 	7 	Fast 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance
Cleaver 	7 	Fast 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage
Fire Axe 	55 	Slow 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage
Machete 	11 	Medium 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage
Sharpened Drill Bit 	8 	Fast 	N/A 	N/A 	N/A 	N/A
Scorpion Knife 	13 	Fast 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance
Arcing Knife 	12/10 	Fast 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance
Claymore 	60 	Slow 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage
Rapier 	37 	Medium 	N/A 	N/A 	N/A 	N/A
Flayed Spear 	12 	Medium 	Longer RangeMultiple Hits per Strike	Longer RangeMultiple Hits per Strike	Longer RangeMultiple Hits per Strike	Longer RangeMultiple Hits per Strike
Heavy Melee 	Heavy Melee 	Heavy Melee 	Heavy Melee 	Heavy Melee 	Heavy Melee 	Heavy Melee
Name 	Base DMG () 	Atk. Speed 	Effects 	Effects 	Effects 	Effects
Sledgehammer 	24 	Slow 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage
Super Sledge 	70 	Slow 	Knockback Effect 	Knockback Effect 	Knockback Effect 	Knockback Effect
Bumper Sword 	32 	Slow 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance
Hydraulic Jack 	201 	Slow 	Knocback Effect 	Knocback Effect 	Knocback Effect 	Knocback Effect
Plasma Hammer 	18/12 	Slow 	N/A 	N/A 	N/A 	N/A
Assembly Arm 	55 	Medium 	N/A 	N/A 	N/A 	N/A
Mechanized Melee 	Mechanized Melee 	Mechanized Melee 	Mechanized Melee 	Mechanized Melee 	Mechanized Melee 	Mechanized Melee
Name 	Base DMG () 	Atk. Speed 	Effects 	Effects 	Ammo 	Ammo
Cattle Prod 	5/3 	Automatic 	Stun Chance 	Stun Chance 	Microfusion Cell 	Microfusion Cell
Ripper 	50 	Automatic 	Bleeding Chance 	Bleeding Chance 	Microfusion Cell 	Microfusion Cell
Chainsaw 	80 	Automatic 	Bleeding Chance 	Bleeding Chance 	Microfusion Cell 	Microfusion Cell
Shishkebab 	40/40 	Medium 	N/A 	N/A 	Flamer Fuel 	Flamer Fuel
Thermic Lance 	75/25 	Automatic 	Stun Chance 	Stun Chance 	Microfusion Cell 	Microfusion Cell
Soldering Iron 	24/24/24 	Automatic 	N/A 	N/A 	Plasma Cartridge 	Plasma Cartridge
Electrobeam Welder 	25/75 	Automatic 	Stun Chance 	Stun Chance 	Microfusion Cell 	Microfusion Cell
Circular Saw 	65 	Automatic 	Bleeding Chance 	Bleeding Chance 	Microfusion Cell 	Microfusion Cell
Motormouth 	300 	Slow 	Bonus Limb Damage 	Bonus Limb Damage 	Gamma Round 	Gamma Round
Mounted Propeller 	90 	Automatic 	Multiple Hits per Strike 	Multiple Hits per Strike 	Gamma Round 	Gamma Round
Throwing Weapons 	Throwing Weapons 	Throwing Weapons 	Throwing Weapons 	Throwing Weapons 	Throwing Weapons 	Throwing Weapons
Name 	Base DMG () 	Atk. Type 	Effects 	Effects 	Effects 	Effects
Throwing Knife 	15 	Sharp (Sml.) 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance
Flare 	120 	Energy (Sml.) 	N/A 	N/A 	N/A 	N/A
Rock 	4 	Blunt (Sml.) 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage
Throwing Hatchet 	20 	Sharp (Sml.) 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage
Dart 	2 	Sharp (Sml.) 	N/A 	N/A 	N/A 	N/A
Sickle 	16 	Sharp (Sml.) 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance
Throwing Spear 	50 	Sharp (Lrg.) 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance 	Bleeding Chance
Bolas 	70 	Blunt (Lrg.) 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage 	Bonus Limb Damage
Barbed Net 	12 	Sharp (Lrg.) 	Traps targetBleeding Chance 	Traps targetBleeding Chance 	Traps targetBleeding Chance 	Traps targetBleeding Chance
Thrown Explosives 	Thrown Explosives	Thrown Explosives	Thrown Explosives 	Thrown Explosives 	Thrown Explosives 	Thrown Explosives
Name 	Base DMG () 	Base DMG () 	Atk. Speed 	Atk. Speed 	Range 	Range
Frag Grenade 	125 	125 	12 	12 	93 	93
Molotov Cocktail 	50/24 	50/24 	7 	7 	93 	93
Plasma Grenade 	205/205 	205/205 	12 	12 	93 	93
Pulse Grenade 	10/150 	10/150 	12 	12 	93 	93
Dynamite 	75 	75 	7 	7 	65 	65
Flashbang 	0 	0 	12 	12 	93 	93
Incendiary Grenade 	50/182 	50/182 	12 	12 	93 	93
Cryo Grenade 	50/182 	50/182 	12 	12 	93 	93
Industrial Solvent 	20/40/40 	20/40/40 	7 	7 	65 	65
Radioactive Waste Grenade 	50/216 	50/216 	12 	12 	93 	93
Stun Grenade 	10/360 	10/360 	12 	12 	93 	93
Needler Bomb 	120/100 	120/100 	8 	8 	138 	138
Acid Bomb 	120/100 	120/100 	8 	8 	138 	138
Placed Explosives 	Placed Explosives	Placed Explosives	Placed Explosives 	Placed Explosives 	Placed Explosives 	Placed Explosives
Name 	Base DMG () 	Base DMG () 	Atk. Speed 	Atk. Speed 	Range 	Range
TNT Bundle 	405 	405 	12 	12 	46 	46
C4 	250 	250 	5 	5 	93 	93
Bottlecap Mine 	100/100 	100/100 	5 	5 	93 	93
Frag Mine 	100 	100 	5 	5 	46 	46
Plasma Mine 	150/150 	150/150 	5 	5 	46 	46
Pulse Mine 	10/250 	10/250 	5 	5 	70 	70
Cryo Mine 	150/150 	150/150 	5 	5 	46 	46
MIRV Mine 	100 	100 	5 	5 	34 	34
Supersonic Mine 	0 	0 	12 	12 	93 	93
Barbed Mine 	50/300 	50/300 	5 	5 	46 	46
Shock Collar 	100/100 	100/100 	24 	24 	93 	93
Chem Fume Canister 	300 	300 	12 	12 	93 	93
===Consumables===
Consumables are a subset of Items which include Chems, Food and Drinks alike. Unlike previous games, the crafting system around these items is much more involved and the more beneficial products such as Chems and Mixed Foods are significantly rarer. In addition the removal of almost all Pre-War consumables puts a much greater emphasis on Post-War consumables.
While Food and Drink uses a crafting system where the particular items used will effect the consumable that's produced, chems do not and as such as long as the player possesses the base materials they will be able to create their chems without any variation in the quality.
Below is a listing of all craftable Consumables with their base ingredients, it should be noted that the base ingredients typically come in different forms and so can have varied additional effects.
Consumables 	Consumables 	Consumables 	Consumables
Food & Drink 	Food & Drink 	Food & Drink 	Food & Drink
Poached Egg 	Omelette 	Roasted Fish 	Seafood Marinara
Baked Fruit 	Fruit Mix 	Roasted Mushroom 	Grilled Meat
Purified Milk 	Roasted Nuts 	Steamed Vegetables 	Salad Mix
Purified Water 	Dried Flowers 	Dried Mushrooms 	Fish On-A-Stick
Dried Fruit 	Caramel 	Fruit Skewer 	Mushroom Skewer
Meat On-A-Stick 	Preserved Meat 	Vegetable Skewer 	Preserved Milk
Roe 	Fish Omelette 	Mushroom Omelette 	French Toast
Meaty Omelette 	Scrambled Eggs 	Green Omelette 	Boiled Egg
Herbed Fish 	Protein Mix 	Seafood Salad 	Boiled Fish
Multigrain Bread 	Healing Powder 	Sweetened Milk 	Sweet Tea
Honeyed Meat 	Healing Juice 	Fruit Drink 	Mushroom Bread
Mush-Meat Skewer 	Healing Grounds 	Hearty Bread 	Porridge
Nutty Bread 	Pasta 	Green Bread 	Cured Meat
Nutty Meat 	Meat & Vegetables 	Boiled Meat 	Cured Milk
Nutty Milk 	Diluted Milk 	Nutty Salad 	Boiled Vegetables
Fried Eggs 	Food Paste 	Spiced Fish 	Fried Fish
Spiced Fruit 	Spiced Mushrooms 	Spiced Bread 	Spiced Meat
Glazed Meat 	Fruit Jelly 	Fried Mushrooms 	Hot Dog
Biscuit 	Meat Jerky 	Fried Meat 	Medicinal Capsule
Nuka-Cola 	Milk Jelly 	Junk-Pak 	Fried Nuts
Vegetable Jerky 	Fried Greens 	Pound Cake 	Quiche
Fish Pie 	Chowder 	Fish Soup 	Fish Stew
Fruit Punch 	Fruit Pie 	Coffee 	Mushroom Pie
Mushroom Soup 	Mushroom Stew 	Beer 	Meat Pie
Meat Roast 	Burger 	Noodle Soup 	Nutty Roast
Vegetable Pie 	Meat Soup 	Meat Stew 	Vegetable Soup
Chems 	Chems 	Chems 	Chems
Mothball+20% Better Sneaking, +2 PER, +1 AGI 	AcidAnalgesic (2)Medicinal 	Mad Hatter+2 to Random SPECIAL Stats, -1 to Random SPECIAL Stats	AcidFertilizerHallucinogen (2)
Evergreen+50% Critical Damage, +1 CHA, +1 LCK 	AcidFertilizerMedicinal (2) 	Daytripper+3 CHA, +1 LCK, -2 STR 	AcidHallucinogen (2)Plastic
White Smokex4 Sneak Damage, Time Slows while Scoped, -50% Damage Resistance	AcidPlasticStimulant (2) 	Med-X+25 Damage Resistance 	Alcohol (2)AnalgesicMedicinal (2)
Nuka-Mare+50% Benefits from Drinks, +2 AP Regeneration 	Alcohol (2)AntisepticPlastic 	Crimson Devil+3 END, +25 Max HP, +50% Pyro Resistance 	AlcoholFertilizerHallucinogen (2)
Bliss+50% Benefits from Food, +5 Damage Resistance 	AlcoholHallucinogenStimulant (2)	Bottlecap+25% Better Bartering, +2 INT, -1 LCK 	AlcoholMedicinalPlastic (2)
AntidoteCures Poison 	AlcoholMedicinal (2)Venom (2) 	BlackoutNight Vision, Enemy Targeting 	AnalgesicHallucinogen (2)Lead
Basilisk+2 STR, +2 AGI, +45% Poison Resistance 	Analgesic (2)MedicinalPlastic 	TurboTime Slow Effect 	Analgesic (2)PlasticStimulant
IcarusNo Fall Damage, +10% Movement Speed 	AntisepticHallucinogenMedicinal 	Soldier Boy+15 Damage Resistance, +15 Damage, Better Headshots 	AntisepticLeadStimulant
AddictolCures Addictions 	Antiseptic (3)Medicinal 	Stimpak+25 HP 	AntisepticMedicinal (3)
Stinger+2 PER, +2 AGI, +45% Poison Resistance 	AntisepticMedicinal (2)Lead 	Radaway-50 Radiation 	Antiseptic (2)Medicinal (2)Plastic
Mentats+2 PER, +1 CHA, +2 INT 	AntisepticMedicinal (2)Stimulant	Rad-X+25% Radiation Resistance 	Antiseptic (2)Medicinal (2)Venom
Buffout+2 STR, +2 END, +75 Max HP 	Antiseptic (2)PlasticVenom (2) 	Jet+1 PER, +50 Max AP 	Fertilizer (2)PlasticStimulant
Delange Dust+3 AGI, +20 Max AP, +50% Cryo Resistance 	LeadPlasticStimulant (2) 	Psycho+1 AGI, -1 INT, +25 Damage 	Lead (2)StimulantVenom
AccelerantFaster Reloading Effect 	Medicinal (2)Stimulant (2) 	Rebound+5 AP Regeneration 	PlasticStimulant (2)Venom (2)
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