
All Game Items
Fallout 4: Comprehensive All Game Items Guide
This guide catalogs every major item category in Fallout 4, including weapons, armor, consumables, materials, currencies, collectibles, and key equipment. Each entry explains what the item does, how to obtain it, when it is useful, and important synergies or upgrades.
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1. Weapons
Weapons are divided by class. All can be modified at weapon workbenches using junk materials and perks.
#### 1.1 Ballistic Weapons (Pistols, Rifles, Shotguns, Heavy Guns)
- 10mm Pistol: Standard sidearm. Found early in Vault 111. Great for early game; upgrade to automatic for close-range. Synergy: Gunslinger perk improves hip-fire accuracy.
- Pipe Weapons (Pipe Pistol, Pipe Rifle, Pipe Revolver): Crude homemade guns. Common loot from raiders. Low damage but easy to repair. Use as scrap early; not endgame viable.
- Combat Rifle: Versatile semi-auto rifle. Found from mid-level enemies. Excellent with Rifleman perk. Can be converted to automatic (Commando perk).
- Combat Shotgun: High damage, short range. Drops from raiders, gunners. Powerful with Shotgun Surgeon (Demolition Expert doesn't work). Upgrade to advanced receiver.
- Sniper Rifle (.308): Long-range precision. Obtainable from Triggermen or craft with Hunting Rifle + scope. Pair with Rifleman and stealth perks.
- The Deliverer (Unique 10mm): Granted during the Railroad quest "Tradecraft." Increased critical damage, lower AP cost. Best for Gunslinger/VATS builds.
- Overseer's Guardian (Unique Combat Rifle): Sold in Vault 81. Two-shot legendary effect. Devastating with Rifleman.
- Spray 'n' Pray (Unique SMG): Sold by Cricket. Explosive legendary effect – beware self-damage.
- Laser Pistol/Rifle: Common energy weapon. Converts to sniper or automatic. Use Science! perk for mods. Railroad uses these heavily.
- Plasma Pistol/Rifle: Slower but high damage + bonus energy damage. Green globs. Ideal with Rifleman or Commando. Good against synths.
- Gatling Laser: Heavy energy weapon. Drops from high-level Brotherhood of Steel soldiers. Requires Heavy Gunner perk. Fusion core ammo.
- Institute Rifle/Pistol: Unique energy weapons from Institute. Higher rate of fire but less common ammo. Used by synths.
- Alien Blaster (Unique): From crashed UFO in Commonwealth. Infinite ammo after DLC. Very high damage but rare.
- Combat Knife: Fast, low damage. Useful for stealth takedowns with Ninja.
- Machete: Slower but better damage. Can be upgraded with blade attachments.
- Super Sledge: Heavy two-handed weapon found on super mutants. Very high damage + knockback. Requires Big Leagues perk.
- Grognak's Axe: Unique two-handed axe from Hubris Comics. Good early melee.
- Furious Power Fist: Unique unarmed from Swan's pond. Legendary – increases damage per hit. Use with Iron Fist perk.
- Frag Grenade: Common throwable. Crafted from fertilizer, steel, adhesive. Good crowd control.
- Molotov Cocktail: Early game AoE fire damage. Made from whiskey, cloth, fertilizer.
- Fat Man: Portable nuke launcher. Mini nukes are rare. Use for bosses (e.g. Behemoths).
- Missile Launcher: Heavy weapon. Easy to find ammo (missiles). Effective with Heavy Gunner.
- Baseball Grenade: Unique to Far Harbor DLC. Can be recovered if misses.
- Junk Jet: Fires junk items as ammo. Weight of junk determines damage. Found at Saugus Ironworks. Fun but inefficient.
- Broadsider: Naval cannon that fires cannonballs. Obtained from USS Constitution quest. Decent explosive damage.
- Harpoon Gun (Far Harbor): Fires harpoons. Can be modified flechette for bleeding.
- Vault-Tec Jumpsuit: Starting outfit. Offers minimal protection but can be upgraded with ballistic weave (Railroad quest).
- Road Leathers: Common raider outfit. Good early ballistic weave candidate.
- Armored Courser Outfit: High protection, from Institute coursers. Can't wear separate armor.
- Silver Shroud Costume: Quest item from Hubris Comics. +1 Charisma with upgrades.
- Mechanist Armor (Automation DLC): Full set with helmet; high energy resistance.
- Leather Armor: Light, low protection. Common early. Upgrade with Armorer perk.
- Metal Armor: Heavy, high ballistic resistance, low energy. Popular with raiders.
- Combat Armor: Balanced stats. Standard for Gunners. Can be upgraded to sturdy or heavy.
- Synthetic Armor (Institute/ Railroad): Camouflaged stats; good energy resistance.
- Trapper Armor (Far Harbor): Raw materials, decent defense.
- Marine Armor (Far Harbor): Best non-power armor ballistic resistance; requires Armorer 3.
- T-45: Entry-level. Found at Corvega factory, Concord. Low protection.
- T-51: Mid-game. Best rad resistance. Found at Fort Strong, other locations.
- T-60: High stats overall. Used by BoS. Can be painted for bonuses.
- X-01: Endgame. Best defense. Found in military sites (e.g. 35 Court). Requires high level.
- Raider Power Armor: Cheap, weak, but easy to repair with scrap.
- Fusion Cores: Required to power armor. Found in generators, sold merchants. Running, VATS, and sprint consume power.
- Stimpak: Instant health 30% + over time. Common loot, crafted at chem station. Essential.
- RadAway: Cures 300 rads. Use carefully – weakens you temporarily.
- Rad-X: +100 Radiation resistance temporarily. Good for glowing areas.
- Purified Water: Cures thirst (Survival mode) and gives limited healing. Can be produced at settlements.
- Nuka-Cola: Restores AP + health. Variants: Quantum (full AP refill), Quartz (40 Rad resist).
- Cram, MRE, etc.: Basic food. Cures hunger in Survival.
- Buffout: +Strength & Endurance, weight limit. Can cause addiction.
- Jet: Slows time (AP drain). Crafted from fertilizer+plastic. Synergy: Jet Fuel (gives AP).
- Med-X: Reduces damage taken 25% for 5 minutes. Valuable in combat.
- Psycho: +25% damage, -25% accuracy. Combine with Buffout (Psychobuff).
- Mentats: +Charisma & Intelligence. Variants: Orange (Perception), Grape (Persuasion).
- X-Cell: Temporary boost to all SPECIAL+ carry weight. Hard to find.
- Antibiotics (Survival): Crafted from glowing fungus+ purified water. Cures disease.
- Sickness Cure (Far Harbor): Cures injury.
#### 1.2 Energy Weapons
#### 1.3 Melee Weapons
#### 1.4 Explosive Weapons
#### 1.5 Special Weapons
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2. Armor
Armor divides into apparel (clothing/underarmor) and worn armor pieces (chest, arms, legs, head). Legendary effects boost utility.
#### 2.1 Clothing / Underarmor
#### 2.2 Worn Armor Pieces
#### 2.3 Power Armor
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3. Consumables
All consumables heal, buff, or cure. Some are addictive.
#### 3.1 Food & Drinks
#### 3.2 Chems (Drugs)
#### 3.3 Crafting Consumables
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4. Materials (Junk & Scrap)
Junk items break down into raw components at workbenches. Essential for crafting and settlement building.
| Component | Common Sources | Used For |
|---|---|---|
| Adhesive | Mutfruit, corn, tato (plant glue); duct tape | All weapon/armor mods |
| Aluminum | TVs, trays, Abraxo | Weapon mods, power armor |
| Copper | Fuses, telephones | Wiring, energy weapon mods |
| Gears | Fans, toys | Weapon mods, generators |
| Oil | Cutting fluid, toy cars, prehistoric skulls | Power armor, heavy weapons |
| Circuitry | Hotels, sensors | Pip-Boy upgrades, turrets |
| Nuclear Material | Glowing mushrooms, alarm clocks | Energy weapons, high-tier mods |
| Steel | Tin cans, armor pieces (scrap) | Universal crafting, building |
| Wood | Desks, pencils, branches | Settlement structures, fences |
| Fertilizer | Farmed brahmin, bags | Jet, grenades, explosive bait |
| Rubber | Tire piles, basketballs | Power armor (arm seals), melee grip |
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5. Currencies
- Bottle Caps: Primary currency. Dropped by enemies, found containers, sold goods. 1 cap ≈ 10 pre-war money.
- Pre-War Money: Weightless, sells for caps. Also used as cloth in settlement building.
- Gold Bars: Heavier, high value (80 caps each). Found in certain vaults (e.g. Vault 114).
- Silver Locket / Wedding Rings: Small valuables to sell.
- Stimpaks & RadAway (in Survival Mode): Can be traded at vendors for needed supplies.
- Fusion Cores: Valuable for trade with BoS or merchants (150-400 caps each).
- Strength: Found in Mass Fusion building.
- Perception: In Vault 81, in classroom.
- Endurance: Poseidon Energy – near reactor.
- Charisma: Parsons State Insane Asylum.
- Intelligence: The Institute, Robotics department.
- Agility: Unmarked structure near Faneuil Hall.
- Luck: In Shamrock Taphouse, in office.
- Guns and Bullets: +5% critical damage per issue.
- Live & Love: +5% companion affinity per issue.
- Save: Free skill point per issue.
- Pip-Boy 3000 Mark IV: Worn on left arm. Provides stats, map, radio, item management, Perk selection. Upgraded with higher Intelligence for faster hacking, better crafting.
- Power Armor Frame: Core of power armor; allows mounting armor pieces. Must have Fusion Core added to move.
- Pocketed Mod (Armor): Increases carry weight by +10 per piece, better “Deep Pocketed” (+15).
- Military Duct Tape: Rare source of adhesive.
- Syringer: Inject animals with drugs (e.g., Berserk, Blind). Useful for stealth runs in Far Harbor.
- Nuka-World’s Quantum X-01: Complete the Nuka-World galactic zone for a unique X-01 with rad resistance.
- Settlement Turrets & Defenses: Not “items” per se, but placed items crucial for settlement happiness and defense rating.
- Cooking Station: Turns raw meat (e.g., Radroach, Deathclaw) into cooked food with healing. Requires recipes unlocked via game experience.
- Chemistry Station: Craft chems, antibiotics, poison caltrops, Molotovs.
- Armor Workbench: Upgrade armor with mods (Dense, Shadowed, Lead-Lined, etc.).
- Weapon Workbench: Refine weapon parts; remove/add mods; craft legendary effects (with Far Harbor’s legendary mods).
- Power Armor Station: Repair, customize power armor pieces.
- Automatron: Robot workbench – build custom robots with various weapons/pieces.
- Far Harbor: Introduces Harpoon Gun, Marine Armor, Rad Shielding, and “The Striker” (a baseball launcher).
- Nuka-World: New weapons like the Splattercannon (increased damage per consecutive hit) and Thirst Zapper (with Pylon ammunition).
- Contraptions Workshop: Manufacturing machinery (ammo factory, hoppers).
- Vault-Tec Workshop: Vault building items, cryo-freeze weapons.
- Sort by weight/value: Pick up items with high caps-to-weight ratio (e.g., pre-war money, gold items).
- Scrap everything in settlements to stockpile materials.
- Legendary farming: Save before entering high-level areas, reload to re-roll legendary drops from enemies.
- Use Strong Back perk (STR 6) to fast travel while overencumbered.
- Store unique weapons in your home settlement to avoid accidental scrapping.
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6. Collectibles
These permanent stat boosts or lore items.
#### 6.1 Bobbleheads
Each boosts a specific SPECIAL stat by 1 or grants a unique perk. Stat bobbleheads stack with baseline SPECIAL already allocated. Locations:
Skill Bobbleheads (e.g. Repair, Lockpicking) provide a permanent single-rank perk. Vital for min-maxing.
#### 6.2 Magazine: “Hot Rodder,” “Scout’s Life,” “MILA,” etc.
Collect all 10 issues per magazine series for cumulative bonuses like faster hacking, extra barter, or settlement happiness. Notable:
#### 6.3 Holotapes & Notes
Lore items that trigger quests or reveal door codes (e.g. the Bunker Hill note). Essential for side quests like “The Secret of Cabot House” or “The U.S. Coast Guard Plot.”
#### 6.4 Uniques & Legendary Loot
Named weapons/armor with fixed legendary effects (e.g., “Two Shot,” “Explosive,” “VATS Enhanced”). Obtained from major bosses, quest rewards, or random legendary enemies – which respawn with legendary loot tables.
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7. Key Equipment
Essential items for progression and survival.
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8. Crafting & Workbench Items
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9. DLC Exclusive Items (Brief Overview)
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10. Tips for Item Management
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This guide covers the base game and major DLCs. For exact spawn locations of specific legendaries, refer to our dedicated Weapons & Armor location guide.