- Level: The minimum level which the player character must be in order to equip the weapon.
- Damage: This information comes straight from the G.E.C.K. and shows the damage caused by a single click of the mouse/trigger. For most small guns, that's a single bullet, but for shotguns it's a single shell (containing several small pellets). This stat is most useful for comparing semi-automatic weapons like rifles, where you can see the full damage caused by a single shot, regardless of how long it takes to load and fire the next one.
- Damage per second: The maximum cyclic damage dealt in one second, expressed as rate of fire times damage. Weapons that require a reload every shot have damage per second shown including reload times; all others show sustained rates without reloads.
- Rate of fire: The maximum cyclic number of shots/attacks per 10 seconds, without considering reloading.
- Accuracy: This is the Accuracy stat displayed in-game.
- Critical hit Damage: The amount of damage that is added when you score a critical strike. The more specialized Sneak Attack Critical deals twice the damage of a common critical strike.
- Action Point cost: The number of Action Points used per shot in V.A.T.S.
- Ammunition used: The type of ammunition the weapon uses.
- Magazine capacity: The maximum ammunition capacity of the weapon. Shots per reload: The maximum number of shots possible from a full magazine.
- Weapon weight: Weight value of the weapon that applies to encumbrance.
- Weapon value in caps: Base value of the weapon in caps. Resale value is effected by Barter skill.
- Value to weight ratio: The ratio of the base weapon value in caps to the weapon weight.
Unique weapon entries are shaded.
All weapons in Fallout 76, ballistic, energy, explosive, melee, or unarmed have a randomly generated condition bar, the same weapon may have a different amount of condition and a different condition bar length. Player characters with higher Intelligence can craft weapons with larger durability bars. Players with higher Luck can influence the condition of found weapons.
Additionally, a weapons level determines the base damage output and condition of the weapon. An example would be the combat rifle having a base damage increase by increments of 4 between level 20 and 50 leaving an unmodified level 50 combat rifle to have an additional 12 base damage over the level 20 counterpart and having a slightly longer condition bar. Higher level weapons also have higher build and repair costs.