Bot Finder |
Robots will occasionally move into the settlement |
Major |
Brotherhood Ally |
Brotherhood of Steel will patrol and defend the settlement |
Major |
Children of Atom Ally |
Children Of Atom will patrol and defend the settlement |
Major |
Engineer |
Production type Industrial buildings produce 20% more at the settlement |
Major |
Experienced Mayor |
City Plan Upgrade Speed |
Major |
Expert Hunter |
Settlement Food needs reduced by 25% |
Major |
Fisty-Punch Master |
Auto-win attack chance when your settlement is attacked when you are not present |
Major |
Gunsmith |
Martial plots produce 25% additional defense for the settlement |
Major |
Institute Ally |
The Institute will patrol and defend the settlement |
Major |
Investigator |
Caravans from this settlement are much more likely to make discoveries on Salvage runs |
Major |
Life Bringer |
Agricultural plots produce 25% additional food at the settlement |
Major |
Logistics Expert |
All plot construction costs reduced by 10% at the settlement |
Major |
Mad Scientist |
Recruit extra test subjects (settlers) each day, they may die... |
Major |
Makeshift Armorer |
Doubles the effect of Agility on Martial plot defense in the settlement |
Major |
Melee Trainer |
Settlers also add their Strength to Martial plot Defense at the settlement |
Major |
Minutemen Ally |
Minutemen will patrol and defend the settlement |
Major |
Minutemen Officer |
Many new settlers will be trained as Minutemen at the settlement |
Major |
One Mutant Army |
Always defends settlement successfully from raids while you're away |
Major |
Rabble Rouser |
Guarantees at least one new settler is recruited each day up to the settlement max |
Major |
Railroad Ally |
Railroad agents will patrol and defend the settlement |
Major |
Robot Morale Officer |
Robot base happiness becomes 80 instead of 50 in this settlement |
Major |
Truthseeker |
Synths can no longer infiltrate the settlement |
Major |
Animal Lover |
Settlers with pets are more likely to move into the settlement |
Minor |
Caravaneer |
Reduce food requirement by 5 at the settlement |
Minor |
Charismatic |
Increase max settler count by 2 at the settlement |
Minor |
Connected Bureaucrat |
Municipal plots upgrade 20% faster at the settlement |
Minor |
Defender |
Settlement defense increased by 15 |
Minor |
Entertainer |
Recreational plots upgrade 20% faster at the settlement |
Minor |
Enthusiastic |
Settlement happiness increased by 5 |
Minor |
Entrepreneur |
Commercial plots upgrade 20% faster at the settlement |
Minor |
Farming Experience |
Agricultural plots upgrade 20% faster at the settlement |
Minor |
Friend of Sheng |
Reduce water requirement by 5 at the settlement |
Minor |
Futurist |
Industrial plots upgrade 20% faster at the settlement |
Minor |
GoodNeighbor |
Residential plots upgrade 20% faster at the settlement |
Minor |
Handyman |
Maintenance costs reduced by 20% at the settlement |
Minor |
Minor Mercenary |
Increase Caps produced by Residential plots at the settlement |
Minor |
Military Mind |
Martial plots upgrade 20% faster at the settlement |
Minor |
Optimizer |
Junk Gathering Industrial plots find more junk at the settlement |
Minor |
Party Animal |
Settlement happiness increased by 5 |
Minor |
Promoter |
Relaxation Recreational buildings boost happiness even further at the settlement |
Minor |
Recruiter |
Increase chance of new settlers being recruited to the settlement |
Minor |
Scavenger |
Personally collects some junk every day at the settlement workbench |
Minor |
Shakedown Artist |
Increase Caps income from Commercial plots at the settlement |
Minor |
Welcoming |
Increases likelihood visitors will come to the settlement |
Minor |
Allergies |
Reduces the max number of settlers allowed to own pets in the settlement |
Weakness |
Communist |
Commercial plots take 20% longer to upgrade at the settlement |
Weakness |
Depressed |
Settlement happiness reduced by 5 |
Weakness |
Dyscalculic |
Reduce Caps income from Commercial plots at the settlement |
Weakness |
Embezzler |
Reduce Caps income from Commercial plots at the settlement |
Weakness |
Fun Police |
Recreational plots take 20% longer to upgrade at the settlement |
Weakness |
Ghoulish |
Max recruitable settlers reduced by 2 at the settlement |
Weakness |
Healthy Appetite |
Food requirements increased by 5 at the settlement |
Weakness |
Inhospitable |
Reduces likelihood visitors will come to the settlement |
Weakness |
Lonewolf |
Settlement defense needs increased by 10 |
Weakness |
Naïve |
Martial plots take 20% longer to upgrade at the settlement |
Weakness |
Notorious |
Reduces chance of new settlers being recruited to the settlement |
Weakness |
Overzealous |
Settlement happiness reduced by 5 |
Weakness |
Pacifist |
Martial plots take 20% longer to upgrade at the settlement |
Weakness |
Raider at Heart |
Agricultural plots take 20% longer to upgrade at the settlement |
Weakness |
Rebel |
Reduce Caps produced by Residential plots at the settlement |
Weakness |
Self Doubt |
Maintenance Costs increased by 10% at the settlement |
Weakness |
Set in His Ways |
Industrial plots take 20% longer to upgrade at the settlement |
Weakness |
Stickler |
Municipal plots take 20% longer to upgrade at the settlement |
Weakness |
Synthetic |
Agricultural plots take 20% longer to upgrade at the settlement |
Weakness |
Synth Sympathizer |
Increase likelihood of synths infiltrating the settlement |
Weakness |
Taskmaster |
Residential plots take 20% longer to upgrade at the settlement |
Weakness |
Technophobe |
Industrial plots take 20% longer to upgrade at the settlement |
Weakness |
Unimaginative |
Reduces junk collected by Junk Gathering Industrial buildings at the settlement |
Weakness |
Wasteful |
Water requirements increased by 5 at the settlement |
Weakness |