S.P.E.C.I.A.L. Attributes
Seven stats, 1–10 points each at creation (bobbleheads and some perks push past 10). Every stat gates a perk column in the chart — raising a stat unlocks perks in that column, it doesn't buy the perk itself.
| Stat | Governs | Notable payoff |
|---|---|---|
| Strength | Melee damage, carry weight | Big Leagues (melee), Armorer, Blacksmith, Steel Bagpipes end perk |
| Perception | VATS accuracy, lockpicking | Locksmith, Rifleman, Demolition Expert, Awareness |
| Endurance | Max HP, AP regen, damage/rad resistance | Toughness, Lifegiver, Aquaboy/girl, faster fast travel |
| Charisma | Prices, persuasion, companion affinity, settlement size | Local Leader, Lady Killer/Black Widow, Party Boy/Girl, Wasteland Whisperer |
| Intelligence | XP gain, crafting, hacking, energy weapon dmg | Hacker, Nuclear Physicist, Science!, Chemist |
| Agility | AP, sneak, reload speed | Sneak, Gunslinger, Commando, Ninja, Gun Fu |
| Luck | Crit charge rate, item find | Idiot Savant, Critical Banker, Four Leaf Clover, Ricochet |
Build shortcut
Popular "S.P.E.C.I.A.L. dump" for a general survival playthrough: STR 3 / PER 1 / END 3 / CHA 3 / INT 3 / AGI 5 / LCK 6 (adjust to taste — get Idiot Savant early if running high LCK/low INT for stacked XP).
Build Templates — Leveling Guides
Level-by-level progression for four playstyles. Each bracket is a collapsible pane — click to expand — covering perk picks, SPECIAL spend, and gear to look for at that point in the run. Perk requirements are noted in brackets; raise the stat first if you're short.
VATS Crit Pistol ("Gunslinger Luck")
The classic AP-and-crit loop: pop into VATS, land a guaranteed critical hit on the first shot, kill or cripple, repeat. Endgame stat target: LCK 10, AGI 8, PER 6, everything else low.
Starting SPECIAL (Level 1, 21-point pool): STR 1PER 3END 3CHA 1INT 3AGI 7LCK 10
LV 1–4Getting the loop online▶
Perks
- Gunslinger rank 1 (AGI 1) — take immediately, it's your entire damage source
- Sneak rank 1 (AGI 1) — cheap early damage multiplier on opening shots
- Gunslinger rank 2
Stats
No further SPECIAL spend yet — save points, you're already at the LCK/AGI target range from creation.
Gear
Any 10mm pistol with a scope + compensator early on. Grab the Deliverer from the Railroad questline as soon as it's accessible (it has an innate 20% VATS AP-cost reduction, the single best pistol for this build). Wear whatever light armor you find — combat armor pieces are fine.
LV 5–9First crit tools▶
Perks
- Better Criticals rank 1 (LCK 6) — flat crit damage boost
- Gunslinger rank 3
- Action Boy/Girl rank 1 (AGI 4) — start smoothing out AP regen
- Bloody Mess rank 1 (LCK 4, optional) — free flat damage, no downside
Stats
Use a bobblehead or level-up point to push Perception to 4 if you haven't already, unlocking Locksmith down the line isn't required but Rifleman/VATS accuracy benefits from PER regardless.
Gear
Start modding the Deliverer or your main pistol at the weapons workbench: prioritize a suppressor (stealth) and a better sight. Look for a legendary drop with Instigating or Two Shot — either is a strong pistol roll to hold onto.
LV 10–14AP economy▶
Perks
- Gunslinger rank 4
- Action Boy/Girl rank 2
- Four Leaf Clover rank 1 (LCK 5) — passive chance at a free crit on any hit
- Toughness rank 1 (END 3, optional) — you're a squishy crit build, a little DR buys margin for error
Stats
Push Endurance to 3 if you skipped it, or push Agility toward 8 — both matter more than raw Strength/Charisma for this build.
Gear
Upgrade to a mid-tier receiver on your pistol (Advanced or better) as soon as Gun Nut allows. If you found an Instigating or Two Shot pistol, this is when it starts to outpace crafted options — keep it as your primary going forward.
LV 15–19Critical Banker unlocks▶
Perks
- Critical Banker (LCK 9) — the build's signature perk: bank crits instead of firing automatically, then dump 2–3 at once on a hard target
- Gunslinger rank 5 — max rank adds a guaranteed critical hit on any sneak attack
- Better Criticals rank 2
Stats
Luck should be at 9 by now (via creation + bobblehead/level points) to unlock Critical Banker. This is the priority stat threshold for the whole build — don't delay it.
Gear
Start building out armor for survivability rather than offense — you don't need more pistol damage yet, you need to survive long enough to bank crits. Ballistic-weave-lined clothing under armor pieces (needs Railroad affinity + Armorer) is excellent here.
LV 20–24Sustain the loop▶
Perks
- Grim Reaper's Sprint (LCK 7) — VATS kills have a chance to fully refund AP, this is what makes the loop near-infinite against groups
- Action Boy/Girl rank 3
- Better Criticals rank 3 (max) — +50% crit damage total
Stats
Luck to 10 (final target) if not already there. Start dipping into Endurance or Intelligence bobbleheads for quality of life — the core offensive stats are done.
Gear
Legendary Unyielding chest piece is the standard choice here — it trades defense for +3 to all SPECIAL stats except Endurance while below 20% HP, which directly buffs Luck/Agility/Perception mid-fight.
LV 25–30Polish & endgame▶
Perks
- Concentrated Fire (PER 8, optional) — VATS accuracy climbs the longer you target the same body part, great for consistent headshots on tough enemies
- Mister Sandman (AGI 8, optional) — bonus sneak-attack damage on sleeping/unaware targets if you're opening fights from stealth
- Fill remaining ranks in Gunslinger-adjacent perks (Rifleman if you swap to a scoped pistol build, or Sneak for stealth openers)
Stats
By this point most of the build's power comes from perks and gear rather than further SPECIAL spend — put remaining points into Endurance or Intelligence for survivability and XP.
Gear
Full matching legendary set: Unyielding chest, Instigating/Two Shot Deliverer or .44, and a set of Sentinel's or Cavalier's on the remaining armor slots for a defensive floor. This is the finished version of the build.
Stealth Sneak-Melee ("Blitz")
VATS-teleport into melee range with Blitz, one-shot from stealth. Endgame target: AGI 8, LCK 6, STR 6.
LV 1–5Foundations▶
Perks
- Sneak rank 1–2 (AGI 1)
- Big Leagues rank 1 (STR 1)
Gear
Any early melee weapon (Board, Pipe Wrench). Prioritize light/no armor on the torso for lower detection.
LV 6–12Ninja comes online▶
Perks
- Ninja rank 1–2 (AGI 3) — massive sneak-attack multiplier
- Sneak rank 3
- Big Leagues rank 2–3
Gear
Look for a legendary melee weapon with Instigating (double damage vs full-health targets — perfect for a stealth opener).
LV 13–20Blitz unlocks▶
Perks
- Blitz (AGI 6) — VATS melee attacks close distance instantly, the build's signature tool
- Ninja rank 3 (max)
- Big Leagues rank 4
Gear
Chameleon-effect armor pieces (from Railroad or crafted with Refractor mod) stack with Sneak for near-permanent stealth while stationary.
LV 21–30Finishing the kit▶
Perks
- Big Leagues rank 5 (max) — disarm chance
- Iron Fist if going unarmed instead of a weapon
- Bloody Mess (LCK 4) for flat extra damage
Gear
Unyielding chest piece works here too, since a good stealth opener means you rarely take return fire before the kill lands.
Automatic Commando
Automatic rifle spam in VATS against groups. Endgame target: AGI 8, LCK 6, PER 4.
LV 1–6Core damage▶
Perks
- Commando rank 1–2 (AGI 3)
- Bloody Mess rank 1 (LCK 4)
Gear
Combat Rifle or Assault Rifle converted to automatic receiver as soon as Gun Nut allows.
LV 7–15Sustain▶
Perks
- Commando rank 3
- Action Boy/Girl rank 1–2 (AGI 4)
- Rifleman is a trap here — automatics don't benefit, skip it and stay on Commando
Gear
Prioritize a large magazine mod for fewer reloads; ammo capacity matters more than accuracy on this build.
LV 16–25Gun Fu▶
Perks
- Gun Fu (AGI 8) — bonus damage scaling with number of enemies queued in the same VATS sequence
- Commando rank 4
- Concentrated Fire (PER 8, optional)
Gear
A legendary Furious automatic weapon is excellent — each consecutive hit on the same target ramps damage, and Gun Fu keeps you hitting fast.
LV 26–30Cap it off▶
Perks
- Commando rank 5 (max)
- Bloody Mess to max rank
Gear
Never Ending legendary effect removes the reload downtime almost entirely — huge quality-of-life pickup if you find one.
Explosives / Demolition
Mines, grenades, and Fat Man play. Good vs. Power Armor and groups, weak vs. single fast targets. Endgame target: PER 6, LCK 4, STR 5 (carry weight for ordnance).
LV 1–8Basics▶
Perks
- Demolition Expert rank 1–2 (PER 3) — increases explosive damage and radius
Gear
Stock up on frag grenades and mines from vendors early — crafting them requires perk ranks you won't have yet.
LV 9–18Scaling up▶
Perks
- Demolition Expert rank 3
- Nuclear Physicist rank 1 (INT 6, optional) — longer Fat Man/mini nuke radiation effect, faster fusion core drain reduction
Gear
Start carrying a Fat Man if found — ammo (mini nukes) is rare but devastating vs. Power Armor and Behemoths.
LV 19–26Full demolition kit▶
Perks
- Demolition Expert rank 4–5 (max)
- Grenadier-line perks if using thrown weapons heavily
Gear
Craft mines in bulk once you have the chem/explosives station perks — cheap area denial for defending settlements too.
LV 27–30+Endgame▶
Perks
- Nuclear Physicist rank 2–3 if running Fat Man regularly
- Fill remaining points into Toughness/Lifegiver — this build fights up close with slow ordnance and needs the HP buffer
Gear
A legendary Explosive-effect weapon (any weapon type) stacks with Demolition Expert for absurd burst damage — one of the strongest general legendary rolls if you're already explosives-focused.
Perk Chart Highlights
The full chart has 70 perks across the seven columns; below are the ones worth prioritizing on most builds, with the SPECIAL requirement in brackets.
Combat
Big Leagues
+20% melee damage per rank (5 ranks). Rank 5 adds a chance to disarm. Mandatory for any melee build.
Gunslinger
+20% damage per rank with non-automatic pistols. Pair with Commando for automatics instead.
Rifleman
+20% damage per rank with non-automatic rifles. The backbone of most VATS sniper/rifle builds.
Commando
+20% damage per rank with automatic weapons. Combine with Bloody Mess for one of the best DPS combos in the game.
Bloody Mess
Flat +15% damage with all weapons, all ranks. Cosmetic gore on kills. No downside, take it as soon as available.
Ninja
Sneak attacks do up to 10x melee / 3.5x ranged damage at max rank. Core perk for stealth builds.
Sneak
Reduces detection chance per rank; rank 5 lets you sneak while running. Foundation of every stealth build.
Critical Banker
Bank crits instead of firing them automatically — lets you save up and unload multiple crits back-to-back on tough enemies.
Survival & Utility
Lifegiver
+20 max HP per rank, plus passive HP regen at rank 3. Essential on Survival difficulty.
Idiot Savant
Random chance for 3x–5x XP on any XP gain. Odds scale inversely with Intelligence — best on low-INT builds.
Local Leader
Rank 1 lets you build supply lines between settlements; rank 2 unlocks stores and clinics. Needed for a connected settlement network.
Hacker
Unlocks Advanced/Expert/Master terminals across 3 ranks. Pairs with Locksmith for full access everywhere.
Locksmith
Unlocks Advanced/Expert/Master locks across 3 ranks. No fail-state, just needs the perk rank.
Chemist
Chems last 2x longer at rank 1, and you get double yield when crafting them at rank 3 — huge for a Buffout/Psycho-jet build.
Armorer
Unlocks higher-tier armor mods across 4 ranks. Combine with Science! for the best ballistic weave and top-tier mods.
Action Boy/Girl
Faster AP regen — quality of life for VATS-heavy and stealth builds alike.
Crafting Materials Cheat Sheet
What to scrap junk for. Break down anything you don't need at a workbench — components carry over globally once scrapped.
| Component | Common sources | Used for |
|---|---|---|
| Screws | Desk fans, hot plates, alarm clocks, handcuffs | Weapon mods, armor mods |
| Springs | Pipe pistols/wrenches you don't need, clipboards, molerat remains | Weapon receivers |
| Gears | Alarm clocks, egg timers, children's toys | Weapon mods, robot mods |
| Adhesive | Duct tape, wonderglue, vegetable starch (cook at chem station), Institute paste (from Synths) | Nearly every mod — always the bottleneck |
| Circuitry | Desk fans, radios, typewriters, calculators | Energy weapon mods, robot/turret mods |
| Aluminum | Cans, TV dinner trays, cars, ducts | Armor mods, power armor |
| Steel | Almost all guns, tools, cars, desk fans | Base building, armor, weapon mods |
| Oil | Motor oil bottles, wrenches, football helmets, hot plates | Weapon receivers, power armor |
| Crystal | Fusion cores' casing (rare), pre-war cameras | Energy weapon/optics mods |
| Nuclear Material | Nuka-Cola Quantum, fusion cores | High-end mods, Nuka World items |
Fast adhesive recipe
Adhesive is the perpetual bottleneck. Fastest fix: grow Mutfruit + Corn + Tato at a settlement, then craft Vegetable Starch at a Chemistry Station — cheap, renewable, no perk required. Alternatively, scrap Duct Tape and Wonderglue whenever found; both are common in bathrooms and workbenches.
Weapon mod essentials
Gun Nut
Perception... wait — Intelligence 3. Unlocks receiver and barrel tiers across 4 ranks. Pair with Science! for the top tier.
Science!
Intelligence 6. Unlocks the highest tiers of weapon mods, armor mods, and power armor across 4 ranks.
6-Link recipe
At the weapons workbench, "Advanced" or "Prototype" receivers plus the right barrel/mag/etc give the most mod slots — check the mod list per weapon before committing materials.
Legendary Effects — Keep These
Legendary enemies (marked with a star on the health bar) always drop one legendary item. These effects are the ones worth farming or holding onto.
Weapon effects
Two Shot
Fires an extra projectile per shot at reduced damage — effectively near-double damage output. One of the best general-purpose rolls in the game.
Explosive
Every hit causes a small explosion dealing extra damage and knockback. Excellent on automatics and shotguns.
Furious
Each consecutive hit on the same target increases damage, resetting on a new target or miss — strong on high fire-rate weapons.
Instigating
Double damage against full-health targets — devastating for opening a fight from stealth.
Wounding
Adds bleed damage over time, stacks with each hit. Very strong on fast-firing low-damage guns.
Never Ending
Never needs reloading below the magazine's last few rounds — huge for support weapons like miniguns and Gatling lasers.
Armor effects
Unyielding
+3 to all SPECIAL stats except Endurance while below 20% HP — the standard chestpiece for VATS crit/sneak builds.
Cavalier
+15 damage/energy resistance while blocking or sprinting. Strong for melee tanks.
Sentinel's
Damage resistance increases the lower your HP goes — good survivability piece for non-Unyielding builds.
Overeater's
+20% damage/energy resistance while at full HP — pairs well with a Lifegiver/regen build.
Farming tip
Legendary spawn chance scales with difficulty — Survival/Very Hard significantly increases the rate. Recurring dungeons that reset (like Fort Hagen or Corvega) can be farmed for a specific effect if you're patient.
Companions & Their Perks
Max affinity (Idolized) unlocks a unique perk. Each companion likes/dislikes certain playstyles — check their reaction before dumping chems or picking every lock in front of them.
| Companion | Likes | Idolized perk |
|---|---|---|
| Dogmeat | Neutral to everything | Attack Dog — flanks and holds enemies |
| Piper | Honesty, helping people, exposing wrongdoing | Gift of Gab — double XP for first speech check discovery each day |
| Nick Valentine | Helping people, detective work, mercy | Close to Metal — better critical hit chance |
| Cait | Ruthlessness, chem use (until her quest), violence | Trigger Rush — free AP refill on low health |
| Preston Garvey | Helping settlements, Minutemen quests | United We Stand — bonus damage/defense fighting alone against groups |
| Curie | Science, curing/helping, chem crafting | Combat Medic — Stimpaks also grant temporary damage resistance |
| Danse (BoS) | Brotherhood ideals, cleaning up threats | Know Your Enemy — extra crit damage vs. that target |
| Deacon (Railroad) | Disguises, sneaking, cleverness | Cloak and Dagger — improved stealth |
| MacCready | Ruthlessness, greed, evil options | Killshot — VATS crits more likely to hit the head |
| Strong (Super Mutant) | Violence, intimidation | Berserk — big melee damage boost at low health |
| X6-88 (Institute) | Institute loyalty, cold pragmatism | Shield Harmonics — chance to reduce incoming damage |
Fast affinity trick
Giving a companion a weapon/outfit they specifically like, then taking it back, can retrigger the like reaction — useful for a quick affinity boost early on.
Main Faction Overview
The main quest eventually forces a choice between factions. Rough summary — no major spoilers below.
Minutemen
Settlement-focused militia rebuilding the Commonwealth town by town. Most flexible path — can be combined with siding with another faction. Best pick if you want to focus on settlement building.
Brotherhood of Steel
Militaristic tech-focused faction, arrives via the airship Prydwen. Best power armor and energy weapon access. Views ghouls, super mutants and synths as threats to be eliminated.
Railroad
Small underground group dedicated to freeing synths from the Institute. Best synth-related and disguise/stealth gear. Smallest faction but pivotal to certain endings.
The Institute
Secretive, technologically advanced group beneath the Commonwealth responsible for synth production. Offers the most advanced tech and a very different perspective on the game's central mystery.
Reputation tip
You can stay friendly with multiple factions simultaneously for a long stretch of the game — the point of no return comes late, tied to specific main quest choices, so there's no rush to commit early.
Settlement Building Essentials
Happiness formula
Driven by food, water, defense meeting population needs, plus bonuses from shops, decorations, and beds. Keep food + water each at or above population count.
Defense rule of thumb
Total defense rating should roughly match (food + water). Guard posts and turrets count toward it — turrets are the most efficient per build-limit-point.
Build limit workaround
The build budget is a soft cap tracked as a percentage — console commands aside, using the "scrap everything" approach on junk items in the settlement frees up a surprising amount before you hit a hard wall.
Supply lines
Local Leader rank 1 + a settler assigned as provisioner links two settlements' workshops — shared building materials and stores across the whole network.
Good starter settlements
Sanctuary Hills (starting area, big buildable space), Starlight Drive-In (huge flat lot), and The Castle (strong defensible base with unique large interior) are commonly used as primary hubs.
Console Commands (PC Only)
Press ~ to open the console. These don't work on Xbox/PS unless using mods (Xbox supports mod-based console commands via mods). Use sparingly if you want achievements to keep unlocking — console use disables achievements for that save.
| Command | Effect |
|---|---|
| tgm | God mode (infinite health/ammo/carry weight) |
| tcl | Toggle collision / noclip, walk through walls |
| tfc | Free/unlocked camera, add a number for paused free-cam |
| coc qasmoke | Teleport to the test cell with almost every item in the game |
| player.additem [item ID] [qty] | Add an item to inventory |
| player.setlevel [n] | Set character level |
| player.modav [stat] [n] | Modify an actor value, e.g. SPECIAL stats |
| setscale [n] | Resize the targeted object/actor (1 = normal) |
| kill / killall | Kill targeted actor / all nearby hostiles |
| resurrect | Revive the targeted dead actor |
| disable / enable | Remove / restore the targeted object from the world |
| unlock | Unlock the targeted door, container or terminal |
| save [name] / load [name] | Quick console-based save/load by name |