Just spam vats on their head and if you can't do it accurately just walk closer. IMO VATS is pretty bad in this game so the usefulness of this perk is limited. Sure the damage and VATS hit chance are neat but they're not nearly as strong as some of the other companion perks. Helps a little with the Ranger/Legion ambushes but not enough to waste a whole perk point. Weapons with a weight of more than 10 are cut in half. [6], Fission products initially have a very high level of radiation that declines quickly, as short-lived isotopes decay rapidly, emitting intense radiation, with only a fraction of the isotopes continuing to emit radiation over a longer period of time. With this perk, one's radiation resistance improves by 25%. [15], Radiation is harmful to living organisms. Short-lived isotopes release their decay energy rapidly, creating intense radiation fields that also decline quickly. In Fallout: New Vegas, Rad-X increases Radiation Resistance by for 4 minutes per dose taken (the durations add, not the magnitude), up to 75% at 100 Medicine (enough to reach the cap of 85% with only 5 Endurance). +2 Strength and +1 HP per second while outside, from 6:00 A.M. to 6:00 P.M. You do an extra 15% damage and have a 10% extra chance to critically hit with any laser weapon. One can get up to a total of 25 non-challenge perks with all four DLCs installed. Radiation poisoning is the more common type; for example, it is the effect on all "irradiated" legendary weapon prefixes and the gamma gun. Sleeping outside gives Well Rested benefit. But some life forms have been living with Gamma radiation exposure for two centuries now, and they've adapted. -Laser Commander: 15% damage and 10% crit in a single perk makes this core for any laser build. This also boosts True Police Stories from +5% to +10% crit chance making this perk a good choice for crit builds. Surgery purchased through dialogue with the. After 7*7 hours (49 hours, approx. Useful if you want your character to be a master of everything. The -25% crit chance from enemies is also useful, making light armor better defense against high crit enemies since crit dmg ignores DT. Contents 1 Overview 1.1 Broken Steel and Fallout: New Vegas Overview Broken Steel and Fallout: New Vegas Gameplay articles: Broken Steel, Fallout: New Vegas Radiation level slowly decreases automatically over time. 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. Another thing to note is I do not usually travel with companions so I may be missing some nuance with these perk descriptions. The Lead Belly perk halves the rads taken from any irradiated water drank while the Rad Resistance and Cyborg perks raise the overall radiation resistance. While irradiated you regenerate AP faster up to a 50% boost at the 800-900 AP range which is quite good for a VATS build. -Intense Training: SPECIAL in FNV are much easier to come by than perks, so using a perk to get more special is pretty questionable. This perk also makes you less accurate in vats while decreasing AP costs, useful for packing in headshots on a nearby enemy. -Logans Loophole: While it may not seem like it, level cap of Logan's Loophole is actually a pro rather than a con. Since crit dmg perks are multiplicative even if you take Better Criticals and Elijah's Ramblings you will still only do 90% of your weapons crit dmg. Radiation is an environmental hazard in Fallout: New Vegas. +25% damage to robots; can shut down robots by sneaking up on them and deactivating. S.P.E.C.I.A.L. remnants power armor) to save a ton of money on repairs. Shame this perk scales with explosives making it a chore to get the skill requirements for. While it does have a worse skill requirement than hand loader does (repair vs science) it makes up for it by allowing the player to recycle full energy cells while handloader only recovers casings. -Light Touch: The critical bonus on this weapon is unaffected by your weapons critical multiplier making this a solid choice for fully automatics and by combining this with Set Lasers for Fun and Laser Commander you can get a 19% critical hit rate on full auto laser weapons allowing them to shred. If your body absorbs too much of that kind of radiation, you'll suffer from fatigue, anemia, even death. videogame_asset My games. With all DLCs installed there are 117 regular perks. +10% damage and +10% V.A.T.S. -Mr. Sandman You gain the ability to instantly kill sleeping people as if this was some kind of challenge. While easy weapon repairs are nice, this perk really shines in builds using armor with unique repair categories (i.e. Even if you aren't running a shotgun build you can always just take this perk, grab a riot shotgun and cheese your way through almost every fight in the game. 10 ; Fallout 76 CC-00 Power Armor. Never take this perk outside of hardcore mode unless you're running explosives and have decided to have a melee companion for some reason. Radiation damage also cannot heal naturally and does not reduce over time. This means that some of the Fallout 3 perks can be added to the characters in Fallout: New Vegas with console commands, even though the associated quest does not exist in the game, like Barkskin, or Wired Reflexes. As soil is not vaporized, but aerosolized by the explosion, this heavy particulate matter tends to deposit within minutes or days, with downwind contamination spreading it across hundreds or even thousands of kilometers depending on weather patterns. Take only if there are no better perk options for your build. -Rapid Reload: The faster you can reload, the faster you can get back to shooting enemies resulting in a decent DPS boost during fights that go beyond a single reload. As the count increases, further radiation poisoning occurs. The best use for this perk is adding it to your character via console when you want to DPS test or perform various experiments. 1 gray means 1 joule of ionizing radiation was absorbed by 1 kilogram of matter, so 1 rad means 0.01 joules of radiation was absorbed by 1 kilogram of matter. You gain one additional skill point for reading books and double the skill points for reading magazines. One needs to stand in +1 rad water for a significant time and more generally it is possible to move through radioactive water dozens of times before reaching the 200 rad threshold. Thus after 7 hours, the residual fission radioactivity declines 90%, to one-tenth its level of 1 hour. I've heard this perk is good in hardcore mode where you can't just jam 50 stickpacks into your arm and live anything. Your chance to hit an opponent's legs in V.A.T.S. Even then you still probably shouldn't take it. Enables you to create special explosive recipes at any workbench. Effects Upon getting any sort of radiation sickness, health regenerates, the effect becoming more powerful with every threshold reached. Foes killed by your Energy Weapons emit a corona of harmful energy. In irradiated areas, +25% move and attack speed, +2 DT, +2 ST. With excess rad level, AP regen scales from 1.1 times to 1.5 times normal. VATS still sucks but if you're building around it take this perk for rifles. -Rad Child: This is my first revised rating from my previous ranking posts, but I severely underestimated the power of this perk. -- resist radiation. Also the +5 DT against melee enemies is helpful for tank and melee builds. Fallout Wiki is a FANDOM Games Community. so that would require testing if you plan on taking both. This perk grants an additional 25% to Radiation Resistance. Smattzilla. 25% more likely to hit the target's head in V.A.T.S. The storms don't last long, typically around one hour. [6], Although the United States Armed Forces taught soldiers that nuclear fallout would clear out within two to four weeks, resulting nuclear fallout would not clear out for far longer,[7][8] ranging from weeks to decades. The character has a hidden radiation ("Rad") count that can be checked with a Geiger counter. Like all fire rate bonuses, this perk does not effect full auto weapons but it does allow the PC to become a whirlwind of death with weapons like the Katana. You can get wonderglue from vendors or Muggy in the Sink and burnt out books are everywhere. -Explorer: Maybe this would be a useful perk if the internet didn't exist, but the internet does exist and you can print out a map of the Mohave for free. +10% damage and +10% DT against Marked Men. However, because of how much faster Rad Child heals, this perk almost obviates the need for sleep, as waiting one game hour will restore 240 to 960 health. player.setav speedmult X Where X is your speed. Deal +3%/+6%/+10% damage to abominations. -Fight the Power! -Packrat: This perks allows you to carry more crafting supplies, food and ammunition in hardcore mode. Some areas, such as the Glow and the Glowing Sea, are still suffering from a lack of habitability, where a combination of nuclear strikes, damage to nuclear facilities, and environmental factors caused the natural radioactive decay rate to be greatly reduced. Sure you could play around them but the effects are so negligible that there is no real reason to bother. And if IIRC, it has the same Rad resistance rating as the basic Rad suit, but not the Advanced one. Conversely, the loosening of corporate regulations as the Resource Wars grew in intensity led to an increase in illegal dumping in various sites across the United States as a way for corporations such as Mass Fusion to increase their bottom line at the expense of the environment and the society. As you might imagine, the nuclear fallout that ended the world left behind some lovely radiation as a parting gift. . This perk makes your instant death a little less instant, also useful for explosive builds where you hit yourself a lot. Radstorms result in green overcast skies, high-speed winds, lightning, and radioactive wind from latent radiation of local areas. -Broad Daylight: Normally I would rate a meme perk like this at D but by the time you're lv 36 you're going to have more perk points than you know what to do with so allowing the PC to have a little light when sneaking in dark places isn't bad. Radiation poisoning is not influenced by damage bonuses (such as from taking Psycho). The contents below require additional review. (Level 6, EN 5 Required) ? [5], The global thermonuclear war at the terminal end of the Sino-American War transformed ionizing radiation into a very commonplace risk in the wasteland. -Retention: Useful for crit builds utilizing the Police Stories magazine, otherwise don't bother. Combine this with Logans Loophole and Chemist and you turn shitty critter meat into a powerful supplement. The Vault - Fallout Wiki is a FANDOM Games Community. -Lonesome Road: While not technically a companion perk, the fact this perk is deactivated while traveling with someone makes it a defacto companion perk. All melee (except thrown) and unarmed attacks have a chance of knocking your target down. Do note that the unique Gauss Rifle YCS/186 will be unavailable if you take this perk. +1 Luck, Strength, Charisma and Intelligence for 60 seconds each time a corpse is consumed. -Implant GRX: Turbo is OP enough, but FREE turbo is even better. If the player were to consume a bunch of RadAway, their rads would stop decreasing at 40, because RadAway only restores the damage modifier, not the permanent modifier. -Fortune Finder: If you know what you're doing you will be swimming in caps in FNV, even if you don't know what you're doing this perk will not make any difference. Only take for the funny dialogue options given in Honest Hearts. Or Rad Child Perk. Raul's rate of fire with revolvers and lever action firearms is increased by 33%. Only Nuclear Physicist appears to increase radiation poisoning. Gives a lot of power for its skill requirement so just by getting 50 sneak and grabbing this perk you can make any build semi-stealth. Kill 50/100 robots (glitched; rank is misreported to player, rank 3 is unachievable). More Perks from Fallout 3 continues in New Vegas! Additionally there are . -Piercing Strike: Armor stops your damage so take piercing strike to stop their armor. Fallout NV perk tier list (complete and revised) This is my comprehensive perk tier list including traits and companion perks. -Action Boy: Grants 5 agility worth of AP, but unlike agility it does not make you reload faster. +5% bonus to damage against humans and non-feral ghouls. -Heave, Ho! There are now downsides to being a ghoul (as there should be). B: Nerves of Steel, Voracious Reader, Tunnel Runner, Burden to Bear, D: Rad Absorption, Irradiated Beauty, Nuka Chemist, Roughing it. 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. -Animal Friend: You won't be attacked by the weakest enemy type in the game. Unlike in Fallout 3, the Perk Rate in Fallout: New Vegas is one perk every two levels. Radiation from water and food, even less so. This perk is gained by getting exposed to Critical Radiation Poisoning (600+ rads) for Moira's Wasteland Survival Guide. Even without the game's DLC packs, there are plenty to pick from. At yields of less than 100 kilotons (kT), the fireball does not reach above the troposphere and remains within precipitation regions. -Nerves of Steel: Getting back AP faster is good for any player that utilizes VATS a lot. Also, if completed the 'contract radiation sickness' part of Wasteland Survival Guide with a reading of 600 rads or more (the optional objective), the Rad Regeneration perk is given. Overview Fallout: New Vegas uses the same radiation mechanics as Fallout 3, and retains several of its perks, such as Lead Belly, Rad Resistance and Rad Absorption. -Atomic! -Search & Destroy: You can't take EDE with his perk so dont take this perk simple as. -Life Giver: Gives 1.5 END worth of health. -Good Natured: Most builds only utilize one combat skill set making the downside fairly trivial compared to the +5 to speech, medicine , repair and barter which are useful for all builds. Makes for a good filler perk if you have nothing else to take. Damaged books become blank magazines; can copy existing magazines into blank magazines. This perk can still be taken if you want to be a super sniper but its not as useful as its counterpart. Special perks are granted from other sources, usually through actions in the game world. The Space Suit you find during the Come Fly with Me quest comes in handy. Combined with the fact that there are few areas with a high enough radiation level to warrant such resistance, there is no pressing need to take it. Radiation damage inflicted by weapons can be reduced by locational radiation damage resistance. For example, Enhanced Sensors is only in effect while the Courier is accompanied by ED-E. For environmental radiation damage that would affect the whole body, the lowest locational radiation DR is used to reduce the damage. New comments cannot be posted and votes cannot be cast. The rule is accurate to 25% for the first two weeks and is accurate to a factor of two for the first six months. Radiation only applies to the player: Any non-player characters do not gain rads. -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. Does not work on fully automatic weapons so keep that in mind. Take to make OWB easier. Now we all talk about radiation like it's a single thing, but it's actually a term referring to dozens of different ionizing rays. Reaching various summits reveals nearby map markers and grants +3. 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. Take this perk to mitigate this downside in a shotgun build. Completing quests and performing certain actions unlock them. It's worse in FNV than in FO3 because of the ridiculous perk every two levels system (good thing mods exist). player.removeperk <base_id> Take the ID'd perk away. Rad Child is a perk in Fallout: New Vegas . Nuff said. -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. Since most weapons will overkill your enemies by a significant amount, this perk doesn't even decrease time to kill in most fights and even if it does the maximum amount of time you will save is 5%. 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. -Gunslinger: VATS is pretty bad in FNV but this perk helps make it slightly more playable. You can't see it, you can't hear it, you can't even smell it. This perk will solve almost all healing issues your character may have. Being over-encumbered no longer prevents you from using fast travel. While wearing light armor you gain +5% critical hit chance and your enemies suffer a -25% critical hit chance. -Nuka Chemist: Turn 3 nuka cola into a slightly better nuka cola that gives negligible buffs. Such secondary cascade radiation has proven to be especially dangerous at the former West Tek research facility, which was known to overwhelm and kill anyone without the proper precautions. -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. Launch nuclear missiles at both Caesar's Legion and NCR. +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. -And Stay Back: Normally I wouldn't put a perk that applies to such a narrow category of weapons in S tier, but And Stay Back trivializes the entire game when combined with the riot shotgun. 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. Combine this with the fact it doubles the duration for ALL consumables (food, chems, stealthboys, magazines, ect) and you have a ridiculously powerful trait. Take this in full auto non-crit builds. 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. A dose of the chem Rad-X also grants the player a radiation resistance based on his or her Medicine skill, but the effects do not stack. 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. Fallout 4 Gameplay article: Fallout 4 Increased Radiation resistance. -Shotgun Surgeon: Shotguns get gimped by armor since smaller dmg instances are resisted better by armor. Also allows access to the cheapest craftable grenade in the game, MCF grenades that only requires 3 microfusion cells to craft. -Whisky Rose: Immunity to alcohol related debuffs and DT from very specific types of alcohol great who cares. Terrifying Presence - There's what, maybe 10 instances in the whole game, including DLC, where you can use this? Neat, huh? Eating and drinking most food items or entering an irradiated zone gives the Lone Wanderer rads. In a companion build however this perk is pretty good granting your companion 50% damage resistance. ALL energy weapons gain an extra +2%/+4% chance to get a critical hit. super mutants) and resistance (present in high quantities on e.g. Rad Resistance is a perk in Fallout: New Vegas. If a character's maximum HP is reduced below their current HP total, then their current HP is reduced as well. Download: Manual; 0 of 0 File information. 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. 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. Most of the perks obtained this way are related to the skill or task that was completed to earn it. Decrease in spread and double the Critical Chance for .45 Auto pistols. Rad Resistance is a perk in Fallout: New Vegas . -Adamantium Skeleton: How are broken bones real just take a nap bro it'll be fine. On top of this, skilled has a bug where the skill boost remains even if the trait is removed (the EXP nerf still gets removed) meaning you can gain the bonuses of skilled up to 3 times in a single playthrough (Character creation, character recreation when leaving goodsprings & OWB auto doc) or just get a free +5 to all skills by taking it initially then removing it in character re-creation. -Tribal Wisdom: Eat the bugs to save the planet, bigot. And this perk has the gall to have two equally useless ranks. However, radiation will continue to build up in the person's system, and can still kill them at the fatal threshold as normal. Certain enemies, such as glowing ones or centaurs, have radiation-based attacks that can give the player character rads. 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. The player character is a courier who was ambushed while delivering a package to New Vegas and is now left to explore the post-apocalyptic world alone. This resistance is applied to all sources of radiation, from the external environment to irradiated consumables. Fallout: New Vegas uses the same radiation mechanics as Fallout 3, and retains several of its perks, such as Lead Belly, Rad Resistance and Rad Absorption. -Unstoppable Force: If this perk prevented melee stagger from hitting a blocking enemy it would be C tier but it doesn't so it gets D tier. You can find all the perk base_ID values on the Fallout: New Vegas Wiki. The reason I say small crit chance boost is because Ninja only multiplies your current crit chance by 1.15, it does not add a flat 15% to your critical chance sadly. For a cross-game overview of this perk, see, Advanced (400 rads): +4 health per second, Critical (600 rads): +6 health per second. 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. is increased by 25%. Fallout: New Vegas - Lonesome Road is the fourth DLC (downloadable content) for Fallout: New Vegas. The yield of a modern strategic warhead was, with few exceptions, typically in the range of 200-750 kT. Old World Blues Bugs Notes Advanced Rad Poisoning causes a loss of two points of Endurance and one point of Agility. Halved spread with one-handed ranged weapons while walking or running. This perk does require AG 8 which is quite the investment if you don't use vats or need the reload speed. The rule of sevens corresponds to an approximate t^-1.2 scaling relationship. Removes any radiation taken from drinking an irradiated water source. At max level, it will cause instant death. 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. Thank you and enjoy. Hostile targets are highlighted whenever the player is actively aiming. With the second rank, they assist in combat, but not against other animals. Deal +3%/+6%/+10% damage to mutated insects. You can put a single point into any of your. -Walker Instinct: What is it with DLC perks giving shitty conditional SPECIAL buffs? -In Shining Armor: This perk does not work, taking it will grant your character zero benefits. Even if this perk set your perception to 10 when crouched and standing it would still suck. Fallout 3 and Fallout: New Vegas Gameplay articles: Fallout 3, Fallout: New Vegas With this perk, one's radiation resistance improves by 25%. -Swift Learner: This would be a D tier perk if the other D tier perks weren't even more useless. Given that crit boosters stack multiplicatively this perk will allow your pistols to hit quite hard when they crit. Combine this perk with Run n Gun and you've got yourself a slippery gunslinger. This 3% crit is also effected by your weapons critical hit multiplier making it a solid choice for crit builds, but not a mandatory one. -Scrounger: Not nearly as bad as cap collector, but making money is trivial in FNV and so is buying ammo. -Run n Gun: This perk is nice in pistol builds since pistols get to move around at full speed when drawn unlike rifles making them great for kiting melee enemies. Neat but not worth a perk, even on hardcore mode. A full body dose that would instantly be fatal would have to amount to several tens of thousands of rads, as exposure to as much as 30000 rads could take 48 hours to prove fatal. +4 Luck for 3 minutes upon finishing a battle with less than 25% health; immunity to critical hits, +50% critical damage. Rad Child can grant between 2 - 8 hp/s depending on how irradiated you want to become. RadAway (or another chem that reduces radiation damage) must be applied using the First Aid action first before anything else can be done. +5 health and +2 restored action points through the consumption of food. That being said, the number of deathclaw fights in the game is very low if you know where to avoid and nightstalkers aren't worth taking a perk just to kill easier. These perks are great for comedy, not so great for combat. [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]. Can paralyze an enemy for 30 seconds with a V.A.T.S. 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.