Ghouls are also uniquely healed by radiation damage. The perk remains in effect so long as the companion is currently following the player character. It's worse in FNV than in FO3 because of the ridiculous perk every two levels system (good thing mods exist). To counter how easy it was to max out the player character's skills in Fallout 3, most of the skill-boosting perks have been removed or replaced. Another fun use for this perk is for travel, get a war club with the honors mod from Honest Hearts and spam forward power attacks to move faster than your character can run. Adds recipe. -Ghastly Scavenger: It's cannibal, but for even rarer enemy types. A: Piercing Strike, Pyromaniac, Silent Running, B: Hit the Deck, Long Haul, Splash Damage, Heavyweight, C: Fast Metabolism, Life Giver, Robotics Expert, Sniper, Hobbler, Unstoppable Force. You get this perk just as you reach the level cap for Logan's Loophole but won't be able to take the second rank, which is OK because Logans Loophole buffs GRX to make up for your loss. -Better Healing: You get to heal a whole 20% more from all consumables. -Life Giver: Gives 1.5 END worth of health. -Eye for an Eye: Just because crippled limbs are easy to deal with doesn't mean you should break all your limbs for a damage boost. -Mad Bomber: Allows you to craft custom explosives to rein terror on the Mohave if that's your thing. Permanently increasing Radiation Resistance Any permanent increase to Endurance. Nuff said. -Full Maintenance & Old Valquero: Making your weapons almost indestructible is neat and on paper Full Maintenance is the clear winner here but regular maintenance is usually good enough on its own and allows Raul to also get the Old Vaquero perk which makes him more effective with revolvers and lever action rifles. This series is split up into the beginning, medium, and advanced perks as well as the challenge, companion, and implant perks. Shows health and Damage Threshold of any target. Combine this with the fact glasses are useless (bar lucky shades), conflict with useful headgear and that perception sucks and you have zero reason to take this trait. And if IIRC, it has the same Rad resistance rating as the basic Rad suit, but not the Advanced one. This functions exactly like environmental radiation in Fallout 4: 10 points of radiation poisoning will reduce max health by 1%. But some life forms have been living with Gamma radiation exposure for two centuries now, and they've adapted. The rad status can also be checked in the Pip-Boy to see rad resistance and rad level. Any living creature you kill (people included) has a 50% chance to drop blood sausage or thin red paste which are decent healing items that sadly do not count as food for hardcore. Fantastic perk for any build. Makes for a good filler perk if you have nothing else to take. -Night Person: Like all other situational SPECIAL granting perks, this one is not worth the chore to maintain. -Spray and Pray: I'm only putting this in C because of hardcore mode. Nearly any puddle of filth-infested liquid will contain at least some rads per second, while most of these similar puddles in Fallout: New Vegas do not contain any rads at all. AP costs for unarmed attacks are reduced by 10%. -Toughness: You become harder to kill simple as. This has the side effect that radiation damage on weapons becomes much more useful on Very Hard or Survival (since normally weapons will only do half damage, but health loss from radiation and the radiation poisoning itself is still at full effect) and less useful on Very Easy (since the base damage of a weapon will likely dwarf whatever the radiation poisoning can do). -Chem Resistant: Rendered irrelevant by Logan's Loophole, but even if it wasn't you would still never take this perk since addictions are easy to cure. Moreover, since this directly affects maximum health, this is damage that can't be healed. : This perk effects all weapons that fire in an arc including fatmans, grenade launchers and incinerators. +50% health bonus from snack foods. You can also take EDE with any companion besides Rex who has a terrible perk so just run EDE all the time. -Intense Training: SPECIAL in FNV are much easier to come by than perks, so using a perk to get more special is pretty questionable. 30 health points will rarely make the difference between life and death, but this trait is useful in combination with trait that makes you do more damage below 50% or the companion DR perk because the health granted by life giver goes not count against your half health requirement. Completing quests and performing certain actions unlock them. There is also a dial in the upper-left of the Pip-Boy that shows the approximate radiation level. -Roughin It: Well rested only grants a 10% experience bonus and while it does scale multiplicatively with other experience perks that doesn't make experience gaining perks any more worth it. See what I've said about every other conditional SPECIAL buff. However, the road itself offers varied areas like collapsed buildings or caves. With this perk, one's radiation resistance improves by 25%. Radiation is made up of energetic subatomic particles, atoms moving at high speeds, and electromagnetic waves on the higher spectrum of energy. -Kamikaze: Lets you squeeze out another hit in VATS with some weapons which is nice but not always worth the -2 DT. It includes patches for many other UI mods and fixes the gameplay and visual bugs and of the original mod as well as bringing the manner and application of the AP debuffs in line with Fallout 4's Survival mode. +2 Intelligence and +2 Perception between 6:00 P.M. and 6:00 A.M. -Loose Cannon: Ok in a meme grenade build but grenade builds aren't all that great anyway. [30] Most mutated lifeforms are similarly immune to radiation but may become "glowing" by accumulating exposure, with a distinct green glow accompanying them, together with a radioactive "cloak" that poisons their surroundings.[31]. Additionally there are . -Computer Whiz, Infiltrator: While TECHNICALLY useful, I have put these perks in F tier because they encourage the player to fuck themselves over. Do the math before taking this perk to see if you gain anything out of it. While easy weapon repairs are nice, this perk really shines in builds using armor with unique repair categories (i.e. A dose of the chem Rad-X also grants the player character radiation resistance based on their Medicine skill, but the effects do not stack. -Rad Absorption: As if rads already weren't a problem in FNV, this perk only cures 1 rad per 20 seconds which is insultingly low. -Hot Blooded: Useful only if you're trying to hit the highest dmg possible. You never feel it until it's too late. super mutants) and resistance (present in high quantities on e.g. You could combine both the cannibal perks and I would still chose Here and Now over the cannibal perk. This perk may be taken twice, with the second rank increasing the effect from 2 to 3 seconds and the uses per day from 5 to 10 (activated in the Pip-Boy inventory). Considerably more ammunition in stockpiles. Level 1: +5% melee weapon attack speed. The DT does scale with your survival skill and you can stack both whisky and wasteland tequila for a 15 DT defense bonus but this is still lackluster compared to other perk. Special perks are granted from other sources, usually through actions in the game world. -Just Lucky I'm Alive: Ignore the luck bonus what really matters here is the crit damage that stacks multiplicatively with better criticals. -Meltdown: The explosion of meltdown does equal damage to the damage of the shot that caused said meltdown ,can critically hit, apply on hit weapon effects and will cause other enemies to meltdown if they are killed. When a player's Rad's damage is higher than the player's current HP, the player is dead. Although most of the short-lived isotopes will decay by then, such long-lived fallout would remain dangerous for a long time. ED-E repairs 25% weapon condition once per day, ED-E produces energy or microfusion cells once per day. Essential in a VATS pistol build. Fallout 76 Gameplay article: Fallout 76 This resistance is applied to all sources of radiation, from the external environment to irradiated consumables. +1 SPECIAL point, Boomers and Powder Gangers Fame, Caesar's Legion and NCR Infamy, +1 SPECIAL point, Brotherhood of Steel and Followers of the Apocalypse Fame. The Rad Resistance perk also provides an increase to radiation resistance. (Level 6, EN 5 Required) ? ", The rad is a real unit meaning radiation absorbed dose. Symptoms include blood pooling in the gums, anemia,[16] fatigue, nausea, vomiting, violent hemorrhages, loss of hair, teeth,[11] and skin, gastrointestinal bleeding, bloat, diarrhea, and ultimately, death. Fallout Wiki is a FANDOM Games Community. The player can moderate radiation exposure by increasing radiation resistance with Rad-X (effectiveness scales with Medicine) and radiation suits. -Burden to Bear: Strong Back 2. Some call it the Phantom Death, 'cause that's what it is. The entrance at Vault 87 peaks at 3 932 rads per second, virtually instant death. -Pyromaniac: A perk about burning people but the best use for it is in melee builds because it effects Shishkebabs and the Super Heated Saturnite Fist. Consider this if you're going for a genocide run but just like all other situational damage perks it's not really worth it. Also lets you recover casings more often which is useful if you love reloading. Radiation can be healed by RadAway and Rad-X and Vault City Inoculations can modify Radiation Resistance. Another thing to note is I do not usually travel with companions so I may be missing some nuance with these perk descriptions. These weapons are still affected by radiation resistance, so they will do more damage to an "immune" target than one with high resistance. -Hunter: On crit you do extra dmg to the easiest enemy type in the game as "creature" only counts things like bighorners or molerats. 1 Radiation damage also cannot heal naturally and does not reduce over time. -Stealth Girl: This doubling of stealth boy duration stacks with chemist, day tripper and Logan's loophole allowing for 20 minute stealth boys. Other types of perks are granted through completing various tasks and do not count against the limit of regular perks. This perk does require a lot of supporting perks to get the most bang for your buck and comes with a steep requirement of 7 int so plan out if you take this perk before you even start your build. -Irradiated Beauty: Better than rad absorption, but rads still aren't an issue in FNV. This is actually composed of two different types of radiation damage, one of which will be referred to here as "poisoning" and the other as "damage" for clarity. This is hands down the most insultingly bad functional perk in the game. Level 8Endurance 5 Helps a little with the Ranger/Legion ambushes but not enough to waste a whole perk point. Armor mods (Treated, Resistant, Protective, Shielded) offer increasing Radiation DR. -Comrader-E & Enhanced Sensors: Comrader-E when all holotapes are obtained grants weapon repair, energy cells, 2DT, extra beam weapon damage and a 5% vats hit chance all for walking around with the flying metal meatball. Old World Blues Bugs Useful if you want your character to be a master of everything. This mod is a complete overhaul and replacement of Radiation (is) Actually Dangerous. Fallout New Vegas: 10 Best Perks In The Game, Ranked Fallout New Vegas: 10 Best Perks In The Game, Ranked By Nicholas Pence Published Nov 12, 2022 The wasteland is an unforgiving. Rad Absorption is a perk in the Fallout 3 add-on Broken Steel and Fallout: New Vegas and a cut perk in Fallout 76 . The necessity of this perk is questionable, since it is trivially easy to temporarily boost radiation resistance to the maximum with Rad-X and various radiation-resistant armor. Damaged books become blank magazines; can copy existing magazines into blank magazines. This console enables the ability to cheat, but it also is a tool for fixing glitches, learning about the game, and troubleshooting quest and companion problems. -Bloody Mess: An unnoticeable damage increase that doesn't even matter 90% of the time. +50% to poison resistance, -25% chance to get critical hits from robots, and bonus healing with certain items. This changes the Ghoulish perk to make it more interesting and make it more of a role play option. This perk works multiplicatively with fast shot meaning if you take both you will shoot slower while also being less accurate so don't stack them. The health regeneration kicks in when the Courier gains radiation sickness and becomes more powerful depending on the severity: They will still die on reaching 1000 rads. : If this perk was offered at lv 2 or 4 to help the player hit early skill thresholds it wouldn't be terrible, but trading a perk point for 15 skill points is laughable at lv 18. -Gunslinger: VATS is pretty bad in FNV but this perk helps make it slightly more playable. +25% critical hit chance against robots, 85% chance of finding an extra crafting component on destroyed robots. Radiation damage inflicted by weapons can be reduced by locational radiation damage resistance. At yields of less than 100 kilotons (kT), the fireball does not reach above the troposphere and remains within precipitation regions. This perk does require AG 8 which is quite the investment if you don't use vats or need the reload speed. A kill in V.A.T.S. When passing through a radioactive zone, or being attacked by an enemy with a radiation attack, the players can obtain rads, except for The Ghoul who instead heals HP equal to Rad damage. This perk is gained by getting exposed to Critical Radiation Poisoning (600+ rads) for Moira's Wasteland Survival Guide. Sure a 60% damage boost will make you the most dangerous paraplegic in the Mohave, but it's honestly not worth the effort to keep your limbs broken and the negative effects of broken limbs are quite annoying. Combine this with the pitiful +25 health you heal per corpse and this perk is only useful for roleplay, karma tanking or challenge runs. For each crippled limb you have, you do an additional 10% damage. Temporarily stun opponents by throwing dust or dirt at their eyes (requires dirt or sand ground). -Fight the Power! RadAway will remove all radiation from the player character instantly, while a steady supply of clean water will reduce it over time. While in Fallout 3 this was limited to the creation of custom weapons, Fallout: New Vegas takes this a step further by allowing the creation of weapon variants based on basic weapons by adding weapon mods. Only regular perks may be selected during level up. is increased by 25%. The icing on the urinal cake is that BENT TIN CANS ARE NOT USABLE FOR JUNK ROUND CRAFTING, YOU NEED 5 PRESTINE SHIT CANS JUST TO MAKE A SINGLE BULLET. -Sneering Imperialist: Makes you better against some of the weakest human enemies in the game, yay. IMO VATS is pretty bad in this game so the usefulness of this perk is limited. Rad Resistance - There's very little radiation in NV, especially when compared to F3. Combine this with Logans Loophole and Chemist and you turn shitty critter meat into a powerful supplement. This perk can still be taken if you want to be a super sniper but its not as useful as its counterpart. Rad Resistance allows you to -- what else? -Old World Gourmet: You get some bonus health out of specific food and drink items. You can't see it, you can't hear it, you can't even smell it. Neat but not worth a perk, even on hardcore mode. Unlike skilled, this perk is not bugged so taking it multiple times will have no effect. Fallout 3 and Fallout: New Vegas Gameplay articles: Fallout 3, Fallout: New Vegas With this perk, one's radiation resistance improves by 25%. Sleeping outside gives Well Rested benefit. Even after the bombs fell, radiation is seen as a benefit by some, such as those who worship an undetonated atomic bomb in the Capital Wasteland's Megaton or those worshipping radiation as a deity within a religion known as the Children of Atom. Just spam vats on their head and if you can't do it accurately just walk closer. If you come across a problem, first look at the perk details in datamore perksperk details folder, all perks have each of thier own perk detail.txt and the file includes specific condition and script and some abilities that are now shown in the little perk description screen. Deal an extra +1%/+2%/+4% damage to all enemies. -Splash Damage: Great perk for explosive builds, but I recommend pairing it with Hit the Deck to avoid embarrassing deaths. +10% damage and +10% DT against Marked Men. -Concentrated Fire: Useful for low VATS cost weapons to cheese out massive accuracy buffs, but requiring 60 energy weapons AND 60 guns is pretty shitty since most builds only invest into one of these skills. You do an additional 50% damage every time you attack a mutated insect. The player can craft workbench items through Veronicas dialogue. Sure you could play around them but the effects are so negligible that there is no real reason to bother. Do note that combat knives benefit from both cowboy AND grunt making Chance's Knife a strong melee choice if you want to invest the perks and skills into taking both. Lastly, this perk will make your shots in VATS more accurate while increasing AP costs. Does not work on fully automatic weapons so keep that in mind. Like the monocyte breeder, this perk allows healing while waiting/sleeping. Highly recommend this perk if you're a "bring the right gun for the right job" kind of player. -Cowboy/Grunt: Generic DPS perks nothing specials here. A majority of ghouls are little more than shambling corpses, while a minority retain their faculties. [26], Its presence has induced widespread mutations in flora and fauna, leading to the emergence of giant versions of regular species. Boosts Veronica's melee attack speed 150% & gives her a 25% chance for melee attacks to knock down enemies. Explosions in the megaton range, however, cause the fireball to reach the stratosphere, and thus elevated fallout is carried globally and will continue to be deposited for months or even years. -Long Haul: Makes inventory management easier by allowing the player to teleport to vendors whenever they pick up too much loot. The Endurance stat affects the number of hit points a player has as well as the strength of their radiation resistance. Terrifying Presence - There's what, maybe 10 instances in the whole game, including DLC, where you can use this? Skill magazines last for 3 real-time minutes. Repair any item using a roughly similar item. One thing to note is the critical bonus granted by this perk is NOT effected by your weapons critical hit multiplier, which sucks for weapons with high crit multipliers like the AER14 prototype but is absolutely broken on weapons with small critical multiplier like the Gatling Laser. Challenge perks are unlocked by fulfilling certain requirements. It also adds a new perk, Rad Child. Not a necessary perk with proper inventory management but Fallout games turn everyone into hoarders so go ahead, take this perk and carry around 20 miniguns nobody can stop you. Sure the damage and VATS hit chance are neat but they're not nearly as strong as some of the other companion perks. All melee (except thrown) and unarmed attacks have a chance of knocking your target down. This series details the full list of Fallout New Vegas Perks. Consuming night stalker squeezin's now grants bonuses to Perception (+1 PER), Poison Resistance (+5), and Stealth (+5 Sneak) in addition to the normal benefits. Over the course of the storm, lightning periodically strikes and causes a brief spike of radiation in the area, peaking around five rads per second for about one second before steadily decreasing over the next several seconds. Upon getting any sort of radiation sickness, health regenerates, the effect becoming more powerful with every threshold reached. This implies that this armor will require you to repair it often and we don't recommend it without the Jury Rigging perk. For example, the effects of surgical implants are counted as special perks, which are unlocked once the implant is purchased. However, exposure to ionizing radiation, specifically gamma rays, results in damage to living tissue or hazardous mutations.[1]. Radiation damage cannot be healed by normal methods of HP recovery, but cannot kill a player character, and thus acts as a limiting factor to their max HP until healed. Can intimidate foes through dialogue; closing dialogue results in the foe fleeing for 5 seconds. -Lead Belly: Rads are a non-issue in FNV outside of select areas and rads from food/water are even less of an issue. but the requirements just to get the perk(70 survival) kinda pushed me away. There are five major ticks (200, 400, 600, 800, and 1000 rads), with minor ticks at multiples of 66.67, e.g., 67, 133, 200, 267, 333, 400, etc. Boosts melee critical damage by +50% (the description incorrectly states the bonus is 150%), -50% limb damage from animals, mutated animals, and mutated insects, +25% to. I am also not rating companions on their combat ability or other qualities besides the value of their companion perk. If you use mods to make this perk functional it would be a C tier at best. Thank you and enjoy. This Perk raises your Hit Points by 30. Special unarmed moves can be learned from various characters in the Mojave. That being said if you aren't a nerd who plays this game way too much and doesn't know where all the mines are then this perk is a solid C tier. Running no longer factors into a successful sneak attempt. When Vault-Tec created their vaults, they equipped them with sensors that could detect radiation levels. A useful rule-of-thumb is the "rule of sevens." These isotopes vary widely in levels of stability; some are completely stable while others undergo radioactive decay with half-lives of fractions of a second. This will grant you access to the Great Khan armory, a vendor that stockpiles ridiculous amounts of ammunition and with a barter of 25 you hit the FNV buy/sell maximum values for all items. D: Rad Resistance, Scrounger, Terrifying Presence, Home on the Range, Sneering Imperialist, Tribal Wisdom, Fight the Power. ALL energy weapons gain an extra +2%/+4% chance to get a critical hit. The Space Suit you find during the Come Fly with Me quest comes in handy. The advanced radiation suit is a suit specially designed to stop radiation. However, radiation will continue to build up in the person's system, and can still kill them at the fatal threshold as normal. F: Junk Rounds, Friend of the Night, In Shining Armor. [14], Radstorms are natural weather phenomena that occur throughout the Commonwealth and in Appalachia. In Vault 101 on July 13, 2268, the public announcement system reported the level of radiation, "Current radiation level - 0 rads, as always. Radiation only applies to the player: Any non-player characters do not gain rads. Regenerate 2 HP per second per 200 rads accumulated. Description: The bonuses granted by skill magazines last three times as long. I do not know if this perk works with NCR troopers called by the NCR emergency radio but that would require testing. " Jacob, Fallout Ionizing radiation is any form of electromagnetic radiation that can detach electrons from atoms or molecules, ionizing them. -Whisky Rose: Immunity to alcohol related debuffs and DT from very specific types of alcohol great who cares. Some people may trash this in favor of sniper but crippling legs is a fantastic strategy vs hard enemies like deathclaws. Nausea and vomiting would appear at around 1000 mSv or 1. This is my comprehensive perk tier list including traits and companion perks. This meter is difficult to read due to the needle's constant movement. If you don't feel like sprouting extra limbs or going ghoul, Rad Resistance is a fantastic perk choice. Many of the perks not originally intended to be used in Fallout: New Vegas remain from the Fallout 3 game files. Another niche use for this perk is that switching weapons will fully reload your last weapon equipped allowing you to squeeze more DPS out of weapons with lengthy reloads. : Allows melee builds to stunlock their enemies until they die. When using shotguns, regardless of ammunition used, you ignore an additional 10 points of a target's. Fallout: New Vegas The -25% crit chance from enemies is also useful, making light armor better defense against high crit enemies since crit dmg ignores DT. In addition, Fallout 4 features radiation damage as a damage type that can appear on weapons. Never take this perk outside of hardcore mode unless you're running explosives and have decided to have a melee companion for some reason. -Retention: Useful for crit builds utilizing the Police Stories magazine, otherwise don't bother. Rads can be flushed by: Radiation can be resisted by equipping certain types of apparel, such as radiation suits or power armor. Fallout Wiki is a FANDOM Games Community. As such, the reduction in aggregate strategic arsenal yield that occurred when high yield weapons were retired in favor of more numerous lower yield weapons has actually increased the fallout risk. close. -Tribal Wisdom: Eat the bugs to save the planet, bigot. -Weapon Handling: Ideally you should already know what weapons to build your character around during creation and just hit your strength requirements there but if your SPECIAL is stretched thin I can see uses for this perk. It leads the player to the Divide, a destroyed place where radiation mutilated the inhabitants even worse than the general Ghoul. Really bad. This perk gives you an implant that continually irradiates youso you don't have to hunt around for radiation if you have the ATOMIC! -Plasma Spaz: This Perk + Math Wrath + Fast Shot allows you to to drop the Q-35 matter modulator VATS cost to 16 per shot. Radioactive zones deal 1 Rad damage upon entering the space, and enemies with radioactive damage will deal rad damage times their level. With the second rank, they assist in combat, but not against other animals. Usefulness: [*..] Prerequisite: Intelligence: 5. Furthermore, neutron radiation absorbed by the soil contributes to a secondary source of radiation. Maybe this is an ok quality of life perk for hardcore mode, but maybe you should get good and not break your bones in the first place. The rate is 1% of HP per 10 rads; this means that 1000 is still the fatal level as in previous games. At max level, it will cause instant death. It will not inflict radiation poisoning on the enemy unless it is Irradiated. Even if you could this perk sucks compared to other companion perks. -Chemist: This perk doubles the duration of all positive consumables so you get double duration on stealth boys, stimpacks in survival, magazines and food as well as chems. C: Black Widow/Lady Killer/ Cherchez La Femme/Confirmed Bachelor, Intense Training, Swift Learner. i feel that the radiation sickness, just to get healed by it, would do . 20 isn't a ton but it's better than nothing. This perk is also useful for peace of mind in permadeath runs and making Dead Money easier (but you really should challenge dead money far before you get this perk, the ghost people scale hard with level and the weapons given in this DLC are not effective end game weapons but they're quite ok early.). Unless the companion is dismissed, the perk will remain in effect regardless of the distance between them and their companions. All of your weapon reloads are 25% faster than normal. -- resist radiation. Effects Furthermore, the closer an explosion happens to the ground, the greater the amount of fallout generated. +5% bonus to damage against humans and non-feral ghouls. For example, Set Lasers for Fun increases the odds of scoring Critical Hits with energy-based energy weapons; to earn the perk, a player character must do 16,000 points of damage with one-handed energy weapons over the course of their game. As you might imagine, the nuclear fallout that ended the world left behind some lovely radiation as a parting gift. Ways to remove radiation poisoning: Fallout 76's rad system is much the same as Fallout 4, apart from the fact that the more irradiated the player character is, the higher chance they have of getting a mutation. +4 Luck for 3 minutes upon finishing a battle with less than 25% health; immunity to critical hits, +50% critical damage. This perk does not work with full auto melee weapons like the chainsaw or thermic lance so keep that in mind. Radiation is an environmental hazard in Fallout: New Vegas. After 7*7 hours (49 hours, approx. After 6 months, the rate of decline becomes much more rapid. -Scrounger: Not nearly as bad as cap collector, but making money is trivial in FNV and so is buying ammo. S: Amazing perk for virtually every build, A: Strong perk that will be essential to some builds, B: Decent perk, take this if there is nothing better to grab, D: Terrible perk, only useful for roleplay or challenge runs, F: Doesn't work or makes your character worse, A: Fast Shot, Good Natured, Built to Destroy, C: Loose Cannon, Wild Wasteland, Kamikaze, Small Frame, D: Claustrophobia, Early Bird, Hoarder, Hot Blooded. [9], After the Great War, radiation has decayed to a habitable level. Radiation is an environmental hazard in Fallout: New Vegas. +25% accuracy in V.A.T.S. These perks are great for comedy, not so great for combat. -Mile in their Shoes: The buff it gives is bad so the perk is bad.