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Adrenal
☆
ArmorPower ArmorWeapon: RangedWeapon: Melee
[Weapon] +10% damage per kill while on a Kill Streak. [Armor] +10 Damage and Energy Resistance per kill while on a Kill Streak (Max 10).
1 Adrenal Reaction Serum
15 modules
Default
Bounty Hunting
Anti-armor
☆
Weapon: RangedWeapon: Melee
+50% Armor Penetration
5 Black Titanium
15 modules
Default
-
Aristocrat's
☆
ArmorPower ArmorWeapon: RangedWeapon: Melee
[Armor] Up to +20 ER/DR based on Caps. [Weapon] Up to +50% damage based on Caps.
1 Bobblehead: Caps
15 modules
Default
-
Assassin's
☆
ArmorPower ArmorWeapon: RangedWeapon: Melee
[Armor] -15% damage from Humans. [Weapon] +50% damage to Humans.
1 Liquid Courage
15 modules
Default
Scrap source: Flatliner (Gleaming Depths raid plan) | Head Hunter Scythe (Giuseppe for 500 stamps) | Sole Survivor (Daily Ops plan + Minerva)
Auto Stim
☆
ArmorPower Armor
Automatically use a Stimpak when hit while Health is 25% or less, once every 60 seconds.
5 Stimpak
15 modules
Default
-
Berserker's
☆
Weapon: RangedWeapon: Melee
Damage increases up to +50% as Damage Resistance decreases.
5 Psycho
15 modules
Default
-
Bloodied
☆
Weapon: RangedWeapon: Melee
Damage increases up to +130% as Health decreases.
1 Adrenal Reaction Serum
15 modules
Default
Scrap source: Resolve Breaker (Gleaming Depths raid plan) | Unstoppable Monster (Daily Ops plan + Minerva)
Bolstering
☆
ArmorPower Armor
Grants up to +35 ER/DR, the lower your Health.
5 Med-X
15 modules
Default
-
Chameleon
☆
ArmorPower Armor
Become invisible while sneaking and not moving.
1 Chameleon Serum
15 modules
Default
-
Cloaking
☆
ArmorPower Armor
Being hit in melee causes you to become invisible once every 30 seconds.
1 Stealth Boy
15 modules
Default
-
Executioner's
☆
Weapon: RangedWeapon: Melee
+50% more damage when your target is below 40% Health.
25 Leather
15 modules
Default
-
Exterminator's
☆
ArmorPower ArmorWeapon: RangedWeapon: Melee
[Armor] -15% damage from Mirelurks and Insects. [Weapon] +50% damage to Mirelurks and Insects.
1 Bloodbug Proboscis; 1 Stinging Barb
15 modules
Default
-
Feral's
☆
Weapon: Melee
[Ghoul] Target kills make you go feral faster.
5 Black Titanium
15 modules
Default
Bounty Hunting
Furious
☆
Weapon: RangedWeapon: Melee
+5% damage per Onslaught stack, +9 max stacks.
1 Fury
15 modules
Default
Scrap source: Boiling Point (Gleaming Depths raid plan) | Face Breaker (Daily Ops plan + Mortimer)
Ghoul Slayer's
☆
ArmorPower ArmorWeapon: RangedWeapon: Melee
[Armor] -15% damage from Ghouls. [Weapon] +50% damage to Ghouls.
1 RadShield
15 modules
Default
-
Gourmand's
☆
Weapon: RangedWeapon: Melee
Damage increases up to +40% as you fill Hunger/Thirst meters.
1 Vegetarian Ham
15 modules
Default
-
Heavyweight
☆
Armor
-90% weight and does not count as armor for the Chameleon Mutation.
1 Bird Bones Serum
15 modules
Default
-
Hunter's
☆
ArmorPower ArmorWeapon: RangedWeapon: Melee
[Armor] -15% damage from Animals. [Weapon] +50% damage to Animals.
1 Yao Guai Hide
15 modules
Default
-
Instigating
☆
Weapon: RangedWeapon: Melee
+50% damage against targets above 60% Health.
5 Whiskey
15 modules
Default
-
Juggernaut's
☆
Weapon: RangedWeapon: Melee
Damage increases up to +100% as Health increases (1000HP = 100%).
5 Buffout
15 modules
Default
Scrap source: Lickety-Split (Gleaming Depths raid plan)
Junkie's
☆
Weapon: RangedWeapon: Melee
Damage increases per Addiction up to +100%.
5 Mentats
15 modules
Default
-
Life Saving
☆
Armor
When incapacitated, gain a 50% chance to revive yourself with a Stimpak, once every 60 seconds.
5 Stimpak
15 modules
Default
-
Lucid
☆
ArmorPower ArmorWeapon: RangedWeapon: Melee
[Ghoul] [Armor] Damage reduction up to +6% as you fill Feral meter. [Weapon] Damage increases up to +40% as you fill Feral meter.
1 Bobblehead: Medicine
15 modules
Default
Bounty Hunting
Medic's
☆
Weapon: RangedWeapon: Melee
Attacks will heal friendly targets by 5% Health.
1 Bobblehead: Medicine
15 modules
Default
Scrap source: Medical Malpractice (Daily Ops plan + Minerva)
Mutant Slayer's
☆
ArmorPower ArmorWeapon: RangedWeapon: Melee
[Armor] -15% damage from Super Mutants. [Weapon] +50% damage to Super Mutants.
1 Super Mutant Head
15 modules
Default
-
Mutant's
☆
ArmorPower ArmorWeapon: RangedWeapon: Melee
[Armor] +10 DR/ER while mutated. [Weapon] Damage increases up to +50% as you gain Mutations.
10 Asbestos
15 modules
Default
-
Nocturnal
☆
ArmorPower ArmorWeapon: RangedWeapon: Melee
[Armor] +4 Perception and Agility while cloaked. [Weapon] +50% damage while cloaked.
10 Nuclear Material
15 modules
Default
Scrap source: Whistle in the Dark (Daily Ops plan + Minerva)
Overeater's
☆
ArmorPower Armor
Increases Damage Reduction up to 6% as you fill Hunger/Thirst meters.
1 Perfect Bubblegum
15 modules
Default
-
Quad
☆
Weapon: Ranged
+300% ammo capacity.
1 Fusion Core
15 modules
Default
Scrap source: Cold Shoulder (Giuseppe for 500 stamps)
Regenerating
☆
ArmorPower Armor
+0.5% heal rate.
1 Healing Factor Serum
15 modules
Default
-
Sniper's
☆
Weapon: Ranged
100% damage to distant targets.
1 Bobblehead: Perception
15 modules
Default
Bounty Hunting
Stalker's
☆
Weapon: Ranged
+100% sneak attack damage.
1 Calmex
15 modules
Default
-
Suppressor's
☆
Weapon: RangedWeapon: Melee
Reduce your target's damage output by 25% for 5 seconds.
1 Grounded Serum
15 modules
Default
-
Troubleshooter's
☆
ArmorPower ArmorWeapon: RangedWeapon: Melee
[Armor] -15% damage from Robots. [Weapon] +50% damage to Robots.
10 Circuitry
15 modules
Default
Scrap source: Mechanic's Best Friend (Daily Ops plan + Minerva) | Valkyrie (Gleaming Depths raid plan)
Two Shot
☆
Weapon: Ranged
+1 projectile, +75% damage, -150% hip-fire accuracy, +100% recoil.
20 Lead
15 modules
Default
Scrap source: Nuka Launcher (Nuka-World season unlock)
Unyielding
☆
Armor
Gain up to +3 to all S.P.E.C.I.A.L. (except END) when Health is low.
5 X-Cell
15 modules
Default
-
Vampire's
☆
Weapon: RangedWeapon: Melee
Restore 2% Health over 2 seconds when you hit a target.
10 Bloodpacks
15 modules
Default
Scrap source: Cauterizer (Gleaming Depths raid plan) | The Gutter (Daily Ops plan + Minerva)
Vanguard's
☆
ArmorPower Armor
Grants up to +35 ER/DR, the higher your Health.
5 Blood Pack
15 modules
Default
-
Zealot's
☆
ArmorPower ArmorWeapon: RangedWeapon: Melee
[Armor] -15% damage from Scorched. [Weapon] +50% damage to Scorched.
10 Ultracite
15 modules
Default
-
Agility
☆☆
ArmorPower Armor
+2 Agility.
1 Bobblehead: Agility
30 modules
Default
-
Antiseptic
☆☆
ArmorPower Armor
+25% reduced disease chance from environmental hazards.
10 Disease Cure
30 modules
Default
-
Basher's
☆☆
Weapon: Ranged
+50% bash damage.
25 Concrete
30 modules
Default
Scrap source: Boiling Point (Gleaming Depths raid plan)
Charisma
☆☆
ArmorPower Armor
+2 Charisma.
1 Bobblehead: Charisma
30 modules
Default
-
Crippling
☆☆
Weapon: RangedWeapon: Melee
+50% limb damage.
5 Black Titanium
30 modules
Default
Scrap source: Drill Fist (Gleaming Depths raid plan) | Lickety-Split (Gleaming Depths raid plan) | Nuka Launcher (Nuka-World season unlock)
Elementalist
☆☆
ArmorPower Armor
Increase all resistances by 5.
1 Bobblehead: Endurance
30 modules
Default
Bounty Hunting
Endurance
☆☆
ArmorPower Armor
+2 Endurance.
1 Bobblehead: Endurance
30 modules
Default
-
Explosive
☆☆
Weapon: Ranged
Projectiles explode for +20% weapon damage.
1 Bobblehead: Explosive
30 modules
Default
-
Fierce
☆☆
ArmorPower Armor
Fortify limb resistance based on Kill Streak count (1% per kill).
1 Bobblehead: Strength
30 modules
Default
Bounty Hunting
Fireproof
☆☆
ArmorPower Armor
+25 Fire Resistance.
10 Floater Flamer Pus Sac
30 modules
Default
-
Glutton
☆☆
ArmorPower Armor
Hunger and Thirst grow 10% slower.
1 Perfect Bubblegum
30 modules
Default
-
Hardy
☆☆
ArmorPower Armor
Receive 7% less explosion damage.
1 Bobblehead: Explosive
30 modules
Default
-
HazMat
☆☆
ArmorPower Armor
+25 Radiation Resistance.
10 Rad-x
30 modules
Default
-
Heavy Hitter's
☆☆
Weapon: Melee
+40% power attack damage.
25 Concrete
30 modules
Default
Scrap source: Face Breaker (Daily Ops plan + Mortimer) | Mechanic's Best Friend (Daily Ops plan + Minerva) | Unstoppable Monster (Daily Ops plan + Minerva)
Hitman's
☆☆
Weapon: Ranged
+25% damage while aiming.
10 Fiber Optics
30 modules
Default
Scrap source: Sole Survivor (Daily Ops plan + Minerva)
Inertial
☆☆
Weapon: RangedWeapon: Melee
Replenish 15 Action Points with each kill.
10 Canned Coffee
30 modules
Default
Scrap source: Resolve Breaker (Gleaming Depths raid plan)
Intelligence
☆☆
ArmorPower Armor
+2 Intelligence.
1 Bobblehead: Intelligence
30 modules
Default
-
Last Shot
☆☆
Weapon: Ranged
Last round in a magazine has a 25% chance to deal +100% damage.
15 Gunpowder
30 modules
Default
-
Luck
☆☆
ArmorPower Armor
+2 Luck.
1 Bobblehead: Luck
30 modules
Default
-
Pain Killer
☆☆
ArmorPower Armor
Gain Health over time while on a Kill Streak; stronger with higher streak.
1 Bobblehead: Medicine
30 modules
Default
Bounty Hunting
Perception
☆☆
ArmorPower Armor
+2 Perception.
1 Bobblehead: Perception
30 modules
Default
-
Pick Pocketer's
☆☆
Weapon: Melee
Target kills have 50% chance to grant 1–4 Caps.
1 Bobblehead: Caps
30 modules
Default
Bounty Hunting
Poisoner's
☆☆
ArmorPower Armor
+25 Poison Resistance.
10 Floater Gnasher Puc Sac
30 modules
Default
-
Powered
☆☆
ArmorPower Armor
+5% Action Point regen.
10 Canned Coffee
30 modules
Default
-
Rapid
☆☆
Weapon: RangedWeapon: Melee
[Ranged] +25% weapon speed. [Melee] +40% weapon speed.
1 Speed Demon Serum
30 modules
Default
Scrap source: Head Hunter Scythe (Giuseppe for 500 stamps) | Ultracite Terror Sword (Gleaming Depths raid plan) | Valkyrie (Gleaming Depths raid plan)
Riposting
☆☆
Weapon: Melee
+50% melee damage reflection while blocking.
25 Glass
30 modules
Default
-
Rushing
☆☆
ArmorPower Armor
Gain Action Points over time while on a Kill Streak; stronger with higher streak.
1 Bobblehead: Agility
30 modules
Default
Bounty Hunting
Steady
☆☆
Weapon: Melee
+25% melee damage while not moving.
3 Orange Mentats
30 modules
Default
-
Strength
☆☆
ArmorPower Armor
+2 Strength.
1 Bobblehead: Strength
30 modules
Default
-
V.A.T.S. Enhanced
☆☆
Weapon: Ranged
+50% chance to hit a target in V.A.T.S.
3 Berry Mentats
30 modules
Default
Scrap source: Flatliner (Gleaming Depths raid plan) | Medical Malpractice (Daily Ops plan + Minerva) | Whistle in the Dark (Daily Ops plan + Minerva)
Vital
☆☆
Weapon: RangedWeapon: Melee
+50% critical damage.
1 Eagle Eyes Serum
30 modules
Default
Scrap source: Cauterizer (Gleaming Depths raid plan)
Warming
☆☆
ArmorPower Armor
+25 Cryo Resistance.
10 Floater Freezer Pus Sac
30 modules
Default
-
Acrobat's
☆☆☆
Armor
-50% fall damage.
1 Marsupial Serum
60 modules
Default
-
Active
☆☆☆
ArmorPower Armor
Max AP increased by +20.
1 Bobblehead: Agility
60 modules
Default
Bounty Hunting
Adamantium
☆☆☆
Armor
Receive 15% less limb damage.
1 Twisted Muscles Serum
60 modules
Default
-
Agility
☆☆☆
Weapon: RangedWeapon: Melee
+3 Agility.
1 Bobblehead: Agility
60 modules
Default
-
Arms Keeper's
☆☆☆
ArmorPower Armor
Weapon weights reduced by 20%.
1 Bobblehead: Small Guns
60 modules
Default
-
Barbarian
☆☆☆
Weapon: Melee
+1 STR per kill while on a Kill Streak (max 10).
1 Bobblehead: Melee
60 modules
Default
Bounty Hunting
Belted
☆☆☆
ArmorPower Armor
Ammo weight reduced by 20%.
25 Lead
60 modules
Default
-
Blocker
☆☆☆
Weapon: Melee
+15% more damage blocked.
10 Oil
60 modules
Default
-
Burning
☆☆☆
ArmorPower Armor
5% chance to deal 12 Fire damage per second for 3s to melee attackers.
15 Floater Flamer Pus Sac
60 modules
Default
-
Cavalier's
☆☆☆
ArmorPower Armor
-5% damage taken while sprinting.
10 Oil
60 modules
Default
Scrap source: Unstoppable Monster (Daily Ops plan + Minerva)
Charisma
☆☆☆
Weapon: RangedWeapon: Melee
+3 Charisma.
1 Bobblehead: Charisma
60 modules
Default
-
Defender's
☆☆☆
ArmorPower ArmorWeapon: Melee
[Armor] -15% damage taken while blocking. [Melee] -40% damage taken while power attacking.
25 Steel
60 modules
Default
Scrap source: Ultracite Terror Sword (Gleaming Depths raid plan)
Dissipating
☆☆☆
ArmorPower Armor
+0.25% radiation damage recovery.
10 RadAway
60 modules
Default
-
Diver's
☆☆☆
Armor
Breathe underwater.
15 Plastic
60 modules
Default
-
Doctor's
☆☆☆
ArmorPower Armor
+5% effectiveness of Stimpaks, RadAway, and Rad-X.
1 Stimpak: Super
60 modules
Default
-
Durability
☆☆☆
ArmorPower ArmorWeapon: RangedWeapon: Melee
Breaks 50% slower.
1 Bobblehead: Repair
60 modules
Default
-
Electrified
☆☆☆
ArmorPower Armor
5% chance to deal 12 Energy damage per second for 3s to melee attackers.
1 Electrically Charged Serum
60 modules
Default
-
Endurance
☆☆☆
Weapon: RangedWeapon: Melee
+3 Endurance.
1 Bobblehead: Endurance
60 modules
Default
-
Frozen
☆☆☆
ArmorPower Armor
5% chance to deal 12 Cryo damage per second for 4s to melee attackers.
15 Floater Freezer Pus Sac
60 modules
Default
-
Ghost's
☆☆☆
Weapon: Ranged
10% chance to become invisible for 2 seconds when hitting a target.
1 Stealth Boy
60 modules
Default
Scrap source: Valkyrie (Gleaming Depths raid plan)
Glowing
☆☆☆
Weapon: RangedWeapon: Melee
[Ghoul] Target kills increase Glow by a small amount. [Human] Target kills increase Rads by a small amount (20 RADs).
1 Bobblehead: Science
60 modules
Default
Bounty Hunting
Healthy
☆☆☆
ArmorPower Armor
Max HP increased by +20.
1 Bobblehead: Endurance
60 modules
Default
Bounty Hunting
Intelligence
☆☆☆
Weapon: RangedWeapon: Melee
+3 Intelligence.
1 Bobblehead: Intelligence
60 modules
Default
-
Lightweight
☆☆☆
Weapon: RangedWeapon: Melee
-90% weight.
10 Cork
60 modules
Default
Scrap source: Head Hunter Scythe (Giuseppe for 500 stamps) | Nuka Launcher (Nuka-World season unlock)
Luck
☆☆☆
Weapon: RangedWeapon: Melee
+3 Luck.
1 Bobblehead: Luck
60 modules
Default
-
Lucky
☆☆☆
Weapon: RangedWeapon: Melee
+15 bonus V.A.T.S. critical charge.
1 Bobblehead: Luck
60 modules
Default
Scrap source: Cauterizer (Gleaming Depths raid plan)
Nimble
☆☆☆
Weapon: Ranged
+100% faster movement speed while aiming.
25 Springs
60 modules
Default
Scrap source: Flatliner (Gleaming Depths raid plan)
Pack Rat's
☆☆☆
ArmorPower Armor
Junk item weights reduced by 20%.
1 Marsupial Serum
60 modules
Default
-
Perception
☆☆☆
Weapon: RangedWeapon: Melee
+3 Perception.
1 Bobblehead: Perception
60 modules
Default
Scrap source: Whistle in the Dark (Daily Ops plan + Minerva)
Reflex
☆☆☆
ArmorPower Armor
2% evade.
1 Bobblehead: Agility
60 modules
Default
Bounty Hunting
Resilient
☆☆☆
Weapon: Ranged
+500 damage resistance while reloading.
5 Med-X
60 modules
Default
Scrap source: Lickety-Split (Gleaming Depths raid plan)
Safecracker's
☆☆☆
ArmorPower Armor
+1 lockpicking skill +1 hacking skill.
1 Bobblehead: Lock Picking
60 modules
Default
-
Secret Agent's
☆☆☆
Armor
+25% less noise while sneaking +25% reduce detection chance.
1 Bobblehead: Sneak
60 modules
Default
-
Sentinel's
☆☆☆
ArmorPower Armor
-5% damage taken while not moving.
1 Scaly Skin Serum
60 modules
Default
-
Steadfast
☆☆☆
Weapon: Ranged
+50 damage resistance while aiming.
5 Ballistic Fiber
60 modules
Default
Scrap source: Resolve Breaker (Gleaming Depths raid plan) | Sole Survivor (Daily Ops plan + Minerva)
Strength
☆☆☆
Weapon: RangedWeapon: Melee
+3 Strength.
1 Bobblehead: Strength
60 modules
Default
Scrap source: Drill Fist (Gleaming Depths raid plan) | Face Breaker (Daily Ops plan + Mortimer) | Mechanic's Best Friend (Daily Ops plan + Minerva)
Swift
☆☆☆
Weapon: Ranged
+15% reload speed.
1 Speed Demon Serum
60 modules
Default
Scrap source: Boiling Point (Gleaming Depths raid plan)
Thru-hiker's
☆☆☆
ArmorPower Armor
Food, drink, and chem weights reduced by 20%.
10 Purified Water
60 modules
Default
-
Toxic
☆☆☆
ArmorPower Armor
5% chance to deal 12 Poison damage per second for 7s to melee attackers.
15 Floater Gnasher Pus Sac
60 modules
Default
-
V.A.T.S. Optimized
☆☆☆
Weapon: RangedWeapon: Melee
-35% action point cost.
10 Sugar
60 modules
Default
Scrap source: Medical Malpractice (Daily Ops plan + Minerva)
Aegis
☆☆☆☆
Power Armor
Fortifies Physical & Energy Resists by +50 and Poison/Cryo/Fire Resists by +20 for wearer & teammates within 50ft.
5 Circuitry
120 modules
Default
RAID: (Stage 3 only)
Battle-Loader's
☆☆☆☆
ArmorPower Armor
15% chance to instantly reload when bashing (up to 75% on full stack).
1 Talons Serum
120 modules
Default
RAID: (Stage 2 only)
Bruiser's
☆☆☆☆
ArmorPower Armor
Melee weapons deal +5% bonus damage (up to +25% on full stack).
1 Bufftats
120 modules
Default
RAID: (Stage 4 only)
Bully's
☆☆☆☆
Weapon: RangedWeapon: Melee
+25% damage per crippled limb the target has.
1 Buffout
120 modules
Default
RAID: (Stage 1 only) | Scrap source: Valkyrie (Gleaming Depths raid plan, 4-star learn)
Charged
☆☆☆☆
Weapon: Melee
Light attacks build up charge released with heavy attack (max charges 3).
3 Fusion Core
120 modules
Default
RAID: (Stage 3 only)
Choo-Choo's
☆☆☆☆
Power Armor
10% chance for 500 damage & Bloody Mess when sprinting into targets (up to 50% on full stack).
15 Cannonballs
120 modules
Default
RAID: (Stage 3 only)
Combo-Breaker's
☆☆☆☆
Weapon: Melee
When dealing damage, 50% chance to not use AP (10% chance for auto melee).
1 Day Tripper
120 modules
Default
RAID: (Stage 3 only) | Scrap source: Drill Fist (Gleaming Depths raid plan, 4-star learn)
Conductor's
☆☆☆☆
Weapon: RangedWeapon: Melee
Critical hits restore 10 Health & AP instantly and 100 more over 5s for you & teammates within 100ft.
5 Pure Crimson Flux
120 modules
Default
RAID: (Stage 3 only) | Scrap source: Flatliner (Gleaming Depths raid plan, 4-star learn)
Electrician's
☆☆☆☆
Weapon: Ranged
When reloading, emit a shock wave that stuns nearby targets for 3s.
1 Bobblehead: Energy Weapons
120 modules
Default
RAID: (Stage 2 only) | Scrap source: Resolve Breaker (Gleaming Depths raid plan, 4-star learn)
Encircler's
☆☆☆☆
Weapon: RangedWeapon: Melee
+10% damage for each combat target around you (up to +50%).
1 Overdrive
120 modules
Default
RAID: (Stage 4 only) | Scrap source: Cauterizer (Gleaming Depths raid plan, 4-star learn)
Fencer's
☆☆☆☆
Weapon: Melee
+12.5% melee damage; +12.5% per nearby teammate (up to +50% on full team).
1 Bobblehead: Melee
120 modules
Default
RAID: (Stage 2 only)
Fracturer's
☆☆☆☆
Weapon: RangedWeapon: Melee
When crippling limbs, they explode and deal up to 50 explosion damage to nearby targets.
25 Gunpowder
120 modules
Default
RAID: (Stage 1 only) | Scrap source: Lickety-Split (Gleaming Depths raid plan, 4-star learn)
Icemen's
☆☆☆☆
Weapon: Melee
Applies Cryo on hit that slows targets when dealing damage in V.A.T.S.
5 Pure Fluorescent Flux
120 modules
Default
RAID: (Stage 4 only)
Limit-Breaking
☆☆☆☆
ArmorPower Armor
Each worn armor piece reduces critical hit cost by -10% (up to -50% on full stack).
5 Pure Violet Flux
120 modules
Default
RAID: (Stage 5 only)
Miasma's
☆☆☆☆
ArmorPower Armor
When hit, a poisonous DoT cloud harms nearby targets for 10s (damage increases per equipped piece).
1 Plague Walker Serum
120 modules
Default
RAID: (Stage 4 only)
Pin-Pointer's
☆☆☆☆
Weapon: Ranged
+20% weak spot damage.
1 Formula P
120 modules
Default
RAID: (Stage 1 only)
Polished
☆☆☆☆
Weapon: RangedWeapon: Melee
Greater equipped item condition increases weapon damage (up to +60% at 100%).
1 Improved Repair Kit
120 modules
Default
RAID: (Stage 4 only)
Pounder's
☆☆☆☆
Weapon: Melee
+10% damage per Onslaught stack, +10 max stacks.
1 Fury
120 modules
Default
RAID: (Stage 3 only)
Propelling
☆☆☆☆
Power Armor
Movement & sprint speed increased by +5% (up to +25% on full stack).
15 Vault Steel Scrap
120 modules
Default
RAID: (Stage 5 only)
Pyromaniac's
☆☆☆☆
Weapon: RangedWeapon: Melee
When a combat target is burning, deal +50% bonus damage.
15 Asbestos
120 modules
Default
RAID: (Stage 5 only) | Scrap source: Boiling Point (Gleaming Depths raid plan, 4-star learn)
Radioactive-Powered
☆☆☆☆
Power Armor
+2 AP regeneration at cost of RADS (up to +10 AP on full stack).
5 Pure Cobalt Flux
120 modules
Default
RAID: (Stage 1 only)
Ranger's
☆☆☆☆
ArmorPower Armor
Ranged weapons deal +5% bonus damage (up to +25% on full stack).
1 Psychobuff
120 modules
Default
RAID: (Stage 4 only)
Reflective
☆☆☆☆
Power Armor
Return 10% of damage received back toward enemy target (up to 50% on full stack).
1 Bobblehead: Science
120 modules
Default
RAID: (Stage 3 only)
Rejuvenator's
☆☆☆☆
Power Armor
Gradually restores wearer's & teammates Health & AP within 50ft.
5 Stimpak Diffuser
120 modules
Default
RAID: (Stage 2 only)
Runner's
☆☆☆☆
ArmorPower Armor
Sprinting AP cost reduced by -20% (up to -100% on full stack).
10 Purified Water
120 modules
Default
RAID: (Stage 1 only)
Sawbones's
☆☆☆☆
ArmorPower Armor
Health regenerates slowly (+1 Health/s; up to +5 Health/s on full stack).
1 Healing Factor Serum
120 modules
Default
RAID: (Stage 5 only)
Scanner's
☆☆☆☆
Power Armor
V.A.T.S. attack AP cost reduced by -5% (up to -25% on full stack).
1 X-Cell
120 modules
Default
RAID: (Stage 1 only)
Stabilizer's
☆☆☆☆
Weapon: Ranged
Improves weapon recoil & stability by 50%.
25 Rubber
120 modules
Default
RAID: (Stage 2 only)
Stalwart's
☆☆☆☆
Power Armor
Power Armor breaks 5% slower for owner & teammates within 50ft (up to 25% on full stack).
1 Bobblehead: Leader
120 modules
Default
RAID: (Stage 5 only)
Tanky's
☆☆☆☆
ArmorPower Armor
+200 DR for 10s when standing still (20s cooldown; up to +1000 on full stack).
5 Ballistic Fiber
120 modules
Default
RAID: (Stage 2 only)
Thrill-Seeker's
☆☆☆☆
Weapon: RangedWeapon: Melee
Grants 3% Melee Weapon Speed and 3% Reload Speed per Kill Streak stack (max 30% each).
1 Adrenal Reaction Serum
120 modules
Default
-
Viper's
☆☆☆☆
Weapon: RangedWeapon: Melee
When a combat target is poisoned, deal +50% bonus damage.
15 Acid
120 modules
Default
RAID: (Stage 5 only) | Scrap source: Ultracite Terror Sword (Gleaming Depths raid plan, 4-star learn)