ロード中に表示される解説文やヒントなど。
(Part 1、Part 3)
タイトル | 説明 | Base ID |
Faction BoS 02 | Piloted by Lancer-Captain Kells, the Prydwen has traveled extensively along the East Coast... but this is its first journey to the Commonwealth. | 001d1a83 |
Faction BoS 03 | While the Prydwen does not have any actual weapons systems, it always carries enough troops, vertibirds and supplies to mount a major offensive. | 001d1a84 |
Faction BoS 04 | "The Brotherhood of Steel is dedicated to the advancement of humanity, and views mutation as a scourge. Super Mutants, Ghouls and any other ""abominations"" have been deemed impure, and must be eradicated." | 001d1a85 |
Faction BoS 05 | To the Brotherhood of Steel, the Gen 3 synths, which are indistinguishable from humans, are a perfect example of science run amok - a technology that cannot be fully controlled by humans. | 001d1a86 |
Faction BoS 06 | Liberty Prime was a failed pre-war military project. The Brotherhood of Steel completed that project, and the giant robot is now the most powerful weapon in their arsenal. | 001d1a87 |
Faction BoS 07 | Most Brotherhood of Steel soldiers utilize the most effective, technologically advanced equipment available, like laser weapons and Power Armor. | 001d1a8c |
Faction BoS 08 | Anyone recruited into the Brotherhood of Steel starts at the rank of Initiate, and is mentored by a higher-ranking sponsor. | 001d1a89 |
Faction BoS 09 | Children born into the Brotherhood of Steel begin their training, and indoctrination, as Squires. | 001d1a8a |
Faction BoS 10 | The highest rank a Brotherhood of Steel soldier can achieve is Sentinel. New Elders are very specifically - and very rarely - selected. | 001d1a8b |
Faction Institute 01 | The Institute is actually an advanced subterranean metropolis, a technological marvel unlike anything seen on the surface of the Commonwealth. | 001d1a75 |
Faction Institute 02 | The Institute was officially founded in the year 2110 by a group a of former Commonwealth Institute of Technology students who took refuge in the college's underground level at the time of the Great War. | 001e59e9 |
Faction Institute 03 | After developing the Molecular Relay, an advanced teleportation device, the Institute sealed off access to the surface and began their campaign of underground expansion. | 001e59ea |
Faction Institute 04 | The Institute often sends its synths to the surface to scavenge for usable materials. The affect this has on the Commonwealth, or its people, is not a priority... | 001e59eb |
Faction Institute 05 | Institute scientists rarely leave the safety and comfort of their underground utopia. If there are experiments to be conducted on the surface, they are generally carried out by synths. | 001e59ec |
Faction Institute 06 | The Institute is ruled by a Directorate, made up of the individual heads of each division, and one specially-appointed Director. | 001e59ed |
Faction Institute 07 | The BioScience division produces the majority of the Institute's food, but also carries out a number of other, sometimes secret, projects. | 001e59ee |
Faction Institute 08 | The Advanced Systems division is responsible for developing the original Molecular Relay, nearly one hundred years ago. | 001e59ef |
Faction Institute 09 | "The Synth Retention Bureau is tasked with the retrieval of ""escaped"" Gen 3 synths - malfunctioning units whose self-aware AI has convinced them that they are, in fact, alive." | 001e59f0 |
Faction Institute 10 | The Institute's experiments with the Forced Evolutionary Virus, or FEV, ended when Doctor Virgil went rogue and fled into the Commonwealth. | 001e59f1 |
Faction Institute 11 | The Institute is convinced that the surface of the Commonwealth is doomed, and the true future of the human race lies underground. | 001e59f2 |
Faction Institute 12 | The Institute allows humans to live in a clean, safe, comfortable environment, free from the strife and environmental hazards that have rendered the surface nearly uninhabitable. | 001e59f3 |
Faction Institute 13 | Before the war, C.I.T. conducted experiments in its underground nuclear reactor. Today, it has been repurposed, and once activated will provide the Institute with nearly limitless power. | 001e59f4 |
Faction Minutemen 01 | "The Minutemen once made their headquarters in South Boston's Fort Independence, also known as ""the Castle."" That ended when a giant creature rose from the sea decades ago and laid it to waste." | 001d8393 |
Faction Minutemen 02 | The Minutemen were formed over a century ago by ordinary people who simply wanted to defend their home, the Commonwealth, from any threat imaginable. Sadly, the group has fallen into disarray in recent years. | 001d8394 |
Faction Minutemen 04 | Radio Freedom is the radio station of the Minutemen, and allows them to broadcast alerts all across the Commonwealth from their headquarters in the Castle. | 001d8395 |
Faction Minutemen 05 | Use the Flare Gun to summon help from any nearby Minutemen. | 001d8397 |
Faction Minutemen 06 | Use Artillery Smoke Grenades to call in artillery strikes from nearby Minutemen batteries. | 001d8398 |
Faction Minutemen 07 | The Vertibird Signal Grenade can be used to call in a friendly vertibird for transport. | 001d8399 |
Faction Minutemen 08 | Fort Independence was named in 1797, at a ceremony presided over by President John Adams. Before then, it was known as Castle William, and then Fort Adams. Before its destruction in 2240, the fortification served as an apt headquarters for the Minutemen. | 001d839a |
Faction Minutemen 09 | The Minutemen first rose to prominence in the year 2180, when they defended Diamond City against a horde of Super Mutant attackers. | 001d839b |
Faction Minutemen 10 | Like the Minutemen of the Revolutionary era, the modern day Minutemen are dedicated to defending the people of Massachusetts, at a minute's notice. | 001d839c |
Faction Railroad 01 | The only group in the Commonwealth willing to actually fight the Institute is the Railroad, an organization almost as secretive as the Institute itself. | 001d1a82 |
Faction Railroad 02 | No one knows just how powerful the Railroad is, or if they even possess the means to defeat their sworn enemy - the Institute. | 001d838a |
Faction Railroad 03 | The crypt beneath the Old North Church once contained the bones of more than 1000 Bostonians buried in the 19th and 18th centuries. Today it serves as headquarters for the enigmatic Railroad, a group dedicated to saving synths and destroying the Institute. | 001d838b |
Faction Railroad 04 | The Institute discovered the Railroad's previous headquarters, and nearly destroyed the group in the process. If the current HQ were to be discovered, it would prove disastrous. | 001d838c |
Faction Railroad 05 | "Railroad agents communicate via ""railsigns,"" secret symbols scrawled throughout the Commonwealth that indicate dangers, allies and even the occasional cache of goods." | 001d838d |
Faction Railroad 06 | The Railroad relies on safehouses to hide runaway synths and resupply agents in the field. | 001d838e |
Faction Railroad 07 | What the Railroad lacks in numbers they make up for in subterfuge. They rely on secrecy and intelligence gathering to tip the odds in their fight against the Institute. | 001d838f |
Faction Railroad 08 | "A ""heavy"" is a Railroad agent tasked with bringing the fight directly to the Institute. Their training prepares them for the most difficult and dangerous assignments available." | 001d8390 |
Faction Railroad 09 | While the Railroad's primary enemy is the Institute, they are also dedicated to battling the general hatred of synths that has spread throughout the Commonwealth. | 001d8391 |
Faction Railroad 10 | P.A.M., or the Predictive Analytical Machine, is a unique robot with advanced artificial intelligence, originally built to predict and stop a nuclear war. While she ultimately failed in that duty, P.A.M. has proven instrumental to the Railroad's operations. | 001d8392 |
タイトル | 説明 | Base ID |
Main Quest 01 | Before the war, Vault-Tec began construction of Vault 114 inside Boston's Park Street subway station. The project was never completed, but that matters little to the gangsters who have taken up residence there. | 001e095a |
Main Quest 02 | In the years before the war, Fort Hagen was an important military command facility. Today, it is used as a base of operations for Kellogg, the cybernetically-enhanced mercenary employed by the Institute. | 001e095b |
Main Quest 03 | The Glowing Sea is the most highly irradiated region in the entire Commonwealth. According to local legend, it was ground zero for the high-yield nuclear blast that devastated most of Massachusetts. | 001e095c |
Main Quest 04 | Free your mind. | 001e095d |
Main Quest 05 | The Courser Chip is the key to infiltrating the Institute. But first, it must be decoded... | 001e095e |
Main Quest 06 | "Inside every synth Courser is a specialized chip that is instrumental in ""relaying"" into the Institute. Obtaining that chip is the first step in infiltrating the shadowy organization." | 001e095f |
General Gameplay 01 | You can restore Health by using a Stimpak, eating food, visiting a doctor, drinking from a water source, or sleeping in a bed. | 001f6d9d |
General Gameplay 02 | Sleeping in any bed will fully restore your Health and heal any crippled body parts. | 001f6d9e |
General Gameplay 03 | Drinking from a water source is always a tactical choice - you will usually restore lost Health, but raise your radiation level. | 001f6d9f |
General Gameplay 04 | "Sleeping in a rented or owned bed will give you a ""Well Rested"" bonus that boosts your earned XP for for a limited time." | 001f6da0 |
General Gameplay 05 | Combat too hard or too easy? You can change the game's difficulty at any time. | 001f6da1 |
General Gameplay 06 | Need a real challenge? Try Survival difficulty. Health restoration will be severely reduced. | 001f6da3 |
General Gameplay 07 | The higher the difficulty setting, the greater your chance of finding Legendary items. | 001f6da8 |
General Gameplay 08 | Use the Pip-Boy to tune into different radio stations. If you close the Pip-Boy while the radio is on, it will continue playing until you go back into the Pip-Boy and turn it off. | 001f6da2 |
General Gameplay 09 Chemistry Station | Use a Chemistry Station to create useful chems and medicines. | 001f9607 |
General Gameplay 10 Cooking Station | You can use a Cooking Station to create recipes from the various ingredients you find, like wild plants and meat from slain creatures. | 001f9608 |
General Gameplay 11 Weapons Workbench | Use a Weapons Workbench to make useful modifications to most of your weapons. | 001f9609 |
General Gameplay 12 Armor Workbench | Use an Armor Workbench to modify your armor and increase its resistances. | 001f960a |
General Gameplay 13 Power Armor Station | Use a Power Armor Station to repair and make modifications to your Power Armor. | 001f960b |
General Gameplay 14 Level Up | Every time you level up, your Health increases and you get to choose a new perk. | 001f960c |
General Gameplay 15 Fusion Core Checkpoints | Pre-war military checkpoints, scattered throughout the Commonwealth, are a great place to find Fusion Cores. | 001f960e |
General Gameplay 16 Talk Pickpocket | To talk to a person, activate them while standing up. To attempt a pickpocket, activate them while in Sneak mode. | 001f960f |
General Gameplay 17 Doctors | Doctors, located in most settlements, provide a variety of services. They can heal all wounds (including crippled limbs), cure radiation damage and cure addiction to chems and alcohol. Most of them also sell medical supplies. | 001f961f |
General Gameplay 18 Barber | Want to change your hairstyle? Visit a barber in one of the major settlements. | 001f9620 |
General Gameplay 19 Reconstructive Surgery | Tired of the same old look? A reconstructive surgeon can give you a whole new face... | 001f9621 |
General Gameplay 20 Active Quest | When you get a new quest, it will not become active unless you have no other active quests. Check the Quests section in your Pip-Boy to see which quests are active. | 001f9623 |
General Gameplay 21 Quest Targets | If you have too many quest targets, check the Quests section of your Pip-Boy to see if you have more than one active quest. In the Miscellaneous category, you can turn each objective on or off. | 001f9622 |
General Gameplay 22 Shops | Most shops are open during daylight hours, and closed at night. | 001f9624 |
General Gameplay 23 Downed Companion | If a companion goes down in combat, use a Stimpak on them to bring them back into the fight. | 001f9625 |
General Gameplay 24 Resting | "Need to pass some some time in a hurry? Using any piece of unowned furniture will allow you to ""Wait"" for up to 24 hours." | 00216aa1 |
General Gameplay 25 Dangerous South | The Commonwealth is a dangerous place, but tends to get considerably more dangerous the farther south you travel... | 0022b696 |
General Gameplay 26 Cooked Meat | The meat obtained from many of the Wasteland's animals can be specially prepared at Cooking Stations, and turned into food items that can heal radiation damage and provide unique bonuses. | 0022b697 |
General Gameplay 27 Skull Enemies | If there's a skull displayed next to an enemy's name, it means they're several levels higher than you, and may be difficult to defeat in combat. In such cases, running away and returning when you're stronger might be the wisest course of action. | 0024904f |
General Gameplay 28 Weapon Rename | Grown attached to a weapon? Give it a custom name at any Weapons Workbench. | 00249c70 |
Workshop 01 | The higher the Happiness of your workshop settlements, the more productive their settlers. | 000cff75 |
Workshop 02 | Unassigned people at settlements will automatically scavenge for the resources you'll need to build things. | 00153411 |
Workshop 03 | With the Local Leader perk, you can link two workshops with a supply line. They will then share food, water and any resources needed for building. | 00153412 |
Workshop 04 | Every Workbench, Crafting Station and Modding Station in a single settlement shares resources. Using one will grant you access to anything placed in the others. | 00216aa2 |
Companion 01 | You can alter the weapons and attire of most companions by accessing the trade menu in dialogue. | 001e7760 |
Companion 02 | If you'd like to adventure alone, or with someone else, you can dismiss your current companion by speaking with them. | 001e7761 |
Companion 03 | Each companion has their own likes and dislikes. Some actions will earn their respect. Others, their disappointment. | 001e7762 |
Companion 04 Lover's Embrace | Sleeping in a bed when your romantic companion is nearby will grant the Lover's Embrace perk, which grants a significant boost to any earned XP for a limited time. | 002057d1 |
Crime 01 | The Commonwealth lacks any sort of institutional justice system. Criminal wrongdoing is dealt with harshly, and usually ends when the perpetrator or victim lies dead. | 001f6d9c |
Crime 02 Stealing | When you steal an item, the owner will generally attempt to take it back from you. If they can't, they may attack. | 001f9611 |
タイトル | 説明 | Base ID |
Weapons 01 Gamma Gun | The Gamma Gun emits radiation that is deadly to humans, but ineffective against almost all Ghouls, robots and Wasteland creatures. | 001f6d94 |
Weapons 02 Alien Blaster | "If the conspiracy theorists are to be believed, Earth has been visited by an alien species on several occasions. These ""Zetans"" are said to be armed with powerful energy beam weapons that can completely disintegrate enemies." | 001f6da9 |
Weapons 03 Ripper | The Ripper is a small, handheld, militarized chainsaw that saw extensive use in the armed conflicts before the Great War. | 001f6d95 |
Weapons 04 Deathclaw Gauntlet | Specially constructed from the severed appendage of a dead Deathclaw, the Deathclaw Gauntlet allows its user to viciously slash at enemies for incredibly high damage. | 001f6daa |
Weapons 05 Super Sledge | The Super Sledge is a rocket-enhanced sledgehammer, capable of dealing a tremendous amount of damage. | 001f6dab |
Weapons 06 Flamer | The Flamer is a specially engineered flamethrower suited for extended combat engagements. It delivers sustained energy damage and can completely immolate a target. | 001f6dac |
Weapons 07 Laser Musket | The Laser Musket combines high-tech energy damage with Revolutionary style. Each crank of its handle loads additional Fusion Cell ammo, and the weapon can be cranked multiple times to increase the damage of a single shot. | 001f6dad |
Weapons 08 Gauss Rifle | "The Gauss Rifle uses magnetic induction to propel a projectile at incredible, and devastating speed. Each shot can be ""charged"" for maximum damage by keeping the trigger held in for a moment before releasing." | 001f6dae |
Weapons 09 Minigun | "While capable of dealing a massive amount of ballistic damage in a short period of time, the Minigun needs a moment to ""spin up"" before it can be fired." | 001f6daf |
Weapons 10 Laser Gatling | "While capable of dealing a devastating amount of energy damage in a short period of time, the Laser Gatling needs a moment to ""spin up"" before it can be fired." | 001f6db0 |
Weapons 11 Shotgun | "Because of the ""spread"" inherent in this class of weapon, shotguns do more damage the closer they are to the target." | 001f6db7 |
Weapons 12 Pipe Weapons | Pipe weapons are crude, low-tech, widely available... and highly modifiable. They are favored by the Commonwealth's Raider groups. | 001f6db8 |
Weapons 13 Submachine Gun | A favorite of the gangster-like Triggermen, the Submachine Gun is a rapid-fire automatic weapon with a high ammo capacity. | 001f6db9 |
Weapons 14 Grenades | There are a variety of grenades available in the Commonwealth, from the high-tech Plasma Grenade to the custom-made Baseball Grenade. | 001f6dba |
Weapons 15 Broadsider | "The Broadsider is the answer to that age-old question: ""Would it be fun to walk around and shoot people with a portable naval cannon?"" Yes. Yes it would. " | 001f6dbc |
Weapons 16 10mm | Small, dependable, reasonably powerful and widely available, the 10mm Pistol has been a staple of Wasteland combat since the bombs first fell. | 001f6dbd |
Weapons 17 Laser Weapons | Laser rifles and pistols deal powerful energy damage, and can completely disintegrate defeated foes. | 001f6dbe |
Weapons 18 Plasma Weapons | "Plasma rifles and pistols deal even more energy damage than laser weapons, and can ""gooify"" defeated foes." | 001f6dbf |
Weapons 19 Syringer | The Syringer is a rare, custom-made weapon that can shoot modified medical syringes at an enemy, who then suffers the effects of whatever chemical is in the syringe. | 001f6dc1 |
Weapons 20 Junk Jet | Sick of carrying around all that useless stuff? Load it into the Junk Jet, and shoot it at unsuspecting enemies. You haven't lived until you've killed someone with a teddy bear. | 001f6dc2 |
Weapons 21 Railway Rifle | The Railway Rifle is a rare, custom-made weapon that shoots railway spikes at such a high velocity, they can sever body parts and pin them to walls. | 001f6dc3 |
Weapons 22 Fat Man | The Fat Man is perhaps the most devastating infantry weapon ever unleashed upon the modern battlefield - a hand-held catapult that launches portable nuclear bombs. | 001f6dc4 |
Weapons 23 Cryolator | The Cryolator is a powerful prototype rifle that can completely freeze enemies. | 001f6dcd |
Weapons 24 Heavy Guns | Heavy guns are generally large, bulky, and exceedingly powerful. They include, but are not limited to, the Broadsider, Fatman, Flamer, Gatling Laser, Minigun and Missile Launcher. | 0020304f |
Weapons 25 Automatic | Automatic weapons fire continuously as their trigger is pulled. They include, but are not limited to, the Submachine Gun, and versions of the Assault Rifle and Combat Rifle. | 00203050 |
Weapons 26 Rifles | Rifles are generally long, of average size, and require two hands to fire. They include, but are not limited to, the Assault Rifle, Combat Rifle, Combat Shotgun, Double-Barrel Shotgun, Hunting Rifle, Laser Musket and Submachine Gun. | 00203051 |
Weapons 27 Pistols | Pistols are generally small, and require one hand to fire. They include, but are not limited to, the 10mm, .44, Alien Blaster and Gamma Gun. | 00203053 |
Weapons 28 Semi-Auto | Semi-automatic and bolt action weapons fire one shot with each pull of their trigger. They include, but are not limited to, the Alien Blaster, Double-Barrel Shotgun, Gauss Rifle, Hunting Rifle, Laser Musket and Pipe Revolver. | 00203052 |
Weapon Mod 01 | "Guns with long barrels have increased accuracy while aimed, but decreased accuracy when shot ""from the hip.""" | 001603fc |
Weapon Mod 02 | Weapon mods that increase weight also increase the time it takes to aim. | 001603fd |
Weapon Mod 03 | Want to significantly increase your weapon's melee damage? Add a bayonet. | 001603fe |
Weapon Mod 04 Gun Slots | At a Weapons Workbench, you can change the mods in the Receiver, Barrel, Grip, Magazine, Sight and Muzzle slots of most guns. | 001f960d |
Weapon Mod 05 Suppressor | A suppressor will reduce both the sound and recoil of a gun. | 001f9626 |
Weapon Mod 06 Comp Muzzle | Muzzle brakes and compensators help reduce the recoil on automatic weapons. | 001f9627 |
Weapon Mod 07 Adhesive | Adhesive is rare, and used to create nearly every mod. | 001f9628 |
Armor 01 Power Armor 01 | Even without any pieces, a Power Armor frame provides a variety of advantages, like increased carry weight, greater melee damage and the elimination of falling damage. | 001f6dc5 |
Armor 02 Power Armor 02 | You can mix and match all different kinds of Power Armor pieces on a single frame, and add mods to most of those pieces to increase their effectiveness. | 001f6dc7 |
Armor 03 Power Armor 03 | Power Armor can be enhanced with a variety of mods that add specialized functionality, like a jet boost, Tesla damage field, explosive impact landing, integrated Stealth Boy, and auto Stimpaks. | 001f6dc8 |
Armor 03 Power Armor 04 Raider | Across the Commonwealth, some of the fiercest Raider leaders have scavenged old suits of Power Armor and restored them to full working order. | 00203054 |
Armor 03 Power Armor 05 T-45 | The T-45 series was the first version of Power Armor ever employed on the battlefield by the U.S. military. Many suits remain active in the Wasteland today, and provide their wearers with substantial protection. | 00203056 |
Armor 03 Power Armor 06 T-51 | The T-51 series of Power Armor was the pinnacle of mechanized protection before the Great War. First introduced in the Battle of Anchorage, it is highly valued today for its increased protective capabilities. | 00203055 |
Armor 03 Power Armor 07 T-60 | The T-60 series of Power Armor saw extensive use by the United States Army after the Battle of Anchorage. In fact, soldiers in T-60 Power Armor were among those trying to retain order on October 23, 2077 - the day America fell to atomic war... | 00203057 |
Armor 03 Power Armor 08 X-01 | The X-01 series of Power Armor was specially engineered and employed by remnants of the U.S. military after the Great War, and offers increased protection over the older, pre-war models. | 00203058 |
Armor 04 Underarmor | The Vault Suit and a few other pieces of clothing, like Long Johns and Raider Leathers, are thin enough to be worn underneath additional pieces of armor. | 001f6dca |
Armor 05 Leather | Leather Armor offers additional protection against energy damage. | 001f6dc9 |
Armor 06 Metal | Metal Armor offers additional protection against ballistic damage. | 001f6dcb |
Armor 07 Combat | Combat Armor offers balanced protection against both energy and ballistic damage. | 001f6dcc |
Chems 01 Buffout | Buffout is a powerful steroid that gained popularity with athletes before the Great War. It grants temporary bonuses to Strength, Endurance and maximum Health. | 001f9612 |
Chems 02 Jet | Using Jet creates an altered state of consciousness where time appears to slow, allowing you to perform more actions than normal for a limited period of time. | 001f9613 |
Chems 03 Psycho | Originally developed by the United States military to increase soldiers' combat effectiveness, Psycho grants the user increased Damage output and Damage Resistance for a limited period of time. | 001f9615 |
Chems 04 Mentats | Need to get smart, quick? Mentats will boost both your Perception and Intelligence for a limited period of time. | 001f9614 |
Chems 05 Rad Meds | Rad-X significantly increases your Radiation Resistance for a limited period of time. RadAway completely removes any radiation you've already been exposed to. | 001f9616 |
Chems 06 Stimpak | For fast, effective healing of both overall health and every injured body part, nothing beats a Stimpak. | 001f9617 |
Chems 07 Addiction | Using chems or alcohol can provide powerful temporary boosts, but can also lead to addiction. When addicted, you have to consistently take the chem or alcohol - failing to do so will inflict a severe stat penalty. | 001f9618 |
Chems 08 Daddy-O | Popular with beatniks and intellectuals before the Great War, Daddy-O raises Intelligence and Perception, but lowers Charisma, for a limited period of time. | 001f9619 |
Chems 09 Daytripper | "A pre-war chem favored by those looking for a ""happy escape,"" Daytripper raises both Charisma and Luck, but lowers Strength, for a limited period of time." | 001f961b |
Chems 10 X-Cell | Created before the war as a general performance enhancer, X-Cell never got out of the prototype stage, but was widely distributed on the black market. It boosts every SPECIAL attribute for a limited period of time, but is highly addictive. | 001f961a |
Chems 11 Med-X | Med-X is a powerful pain killer that effectively increases Damage Resistance for a limited period of time. | 001f961c |
Chems 12 Addictol | As rare as it is powerful, Addictol completely cures its user of all addictions. | 001f961d |
Chems 13 Addiction Cure | To cure addiction, visit a doctor in any major settlement. | 001f961e |
Magazine Astoundingly Awesome Tales | Every issue of Astoundingly Awesome Tales you collect adds a version of the Astoundingly Awesome perk, which grants a unique bonus, like more damage inflicted at night or improved radiation resistance. | 002498e9 |
Magazine Grognak | Every issue of Grognak the Barbarian you collect adds a rank in the Barbarian perk, which grants a slight increase to melee and unarmed damage. | 002498e2 |
Magazine Guns And Bullets | Every issue of Guns and Bullets you collect adds a rank in the Marksman perk, which grants a slight increase to Critical hit damage. | 002498e3 |
Magazine Hot Rodder | Every issue of Hot Rodder you collect adds a new, unique paint job for your Power Armor, available at any Power Armor Station. | 002498ec |
Magazine Le Coiffe | Every issue of Le Coiffe you collect adds a new, unique hairstyle, available at any barber. | 002498df |
Magazine Live And Love | Every issue of Live & Love you collect adds a unique bonus for companions, like increased damage or more health. | 002498e4 |
Magazine Mass Surgical Journal | Every issue of The Massachusetts Surgical journal you collect adds a slight increase to enemy limb damage. | 002498e1 |
Magazine Picket Fences | Every issue of Picket Fences you collect adds a new, unique element to construct at any Workshop. | 002498ed |
Magazine Robco Fun | Each issue of Robco Fun includes a holotape containing a unique game, which can be played on your Pip-Boy or any terminal. | 002498e8 |
Magazine Taboo Tattoos | Every issue of Taboo Tattoos you collect adds a new, unique facial tattoo, available at any facial reconstruction surgeon. | 002498ee |
Magazine Tales Of Junktown | Every issue of Tales of a Junktown Jerky Vendor you collect adds a rank in the Junktown Vendor perk, which slightly improves prices with merchants. | 002498e5 |
Magazine Tesla Science | Every issue of Tesla Science Magazine you collect adds a rank in the Tesla Science perk, which grants a slight increase to Critical hit damage with Energy weapons. | 002498e7 |
Magazine The Unstoppables | Every issue of The Unstoppables you collect adds a rank in the Unstoppable perk, which grants a slight increase to the chance that an enemy attack will do no damage. | 002498ea |
Magazine Total Hack | Every issue of Total Hack you collect adds a new, unique functionality to certain terminals, like the ability to control spotlights or turrets. | 002498ef |
Magazine Tumblers Today | "Every issue of Tumblers Today you collect slightly increases the ""sweet spot"" when lockpicking." | 002498e6 |
Magazine US Covert Ops | Each installment of the US Covert Ops Training Manual you collect adds a rank in the Infiltration perk, which grants a slight increase to your sneak chance. | 002498e0 |
Magazine Wasteland Survival Guide | Every installment of the Wasteland Survival Guide you collect adds a version of the Wasteland Survival perk, which grants a unique bonus, like faster swim speed or double meat on slain animals. | 002498eb |
Pip-Boy 01 | The RobCo Pip-Boy is the ultimate in personal computing devices. | 00021e50 |
Pip-Boy 02 | Press and hold the Pip-Boy button to turn on its light and illuminate dark areas. | 001d1a81 |