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|'''14''' | |'''14''' | ||
|'''INT 7 Energy Weapons 80''' | |'''INT 7 Energy Weapons 80''' | ||
|With your intelligence and your ability of using energy weapons, you adapt to learning Alien Weapons. You now do +20% more damage and have a +10% chance to critically hit when using any Alien/Zetan weapon! You can now also craft Alien Power Cells and their Over/Max Charge Variants! | |'''With your intelligence and your ability of using energy weapons, you adapt to learning Alien Weapons. You now do +20% more damage and have a +10% chance to critically hit when using any Alien/Zetan weapon! You can now also craft Alien Power Cells and their Over/Max Charge Variants!''' | ||
|- | |- | ||
|'''Adamantium Skeleton''' | |'''Adamantium Skeleton''' |
Revision as of 17:08, 8 June 2024
A list of perks and traits that are available on the Ring-A-Ding-Ding server.
Traits:
Traits are selectable when creating a new character or when respecing.
List of traits | SPECIAL req. | Effect |
---|---|---|
Bruiser | AGL 5 | You deal +5% Damage but with your extra muscles you have -20% movement speed! |
Hot Blooded | When your health drops below 50% you gain +2% more damage, but you also suffer -2 to your Agility and Perception attributes. | |
Hoarder | You gain +15 lbs. to your carrying capacity, but suffer a -1 to all attributes any time the weight you're carrying drops below 160 lbs. | |
Bloody Mess | With the Bloody Mess perk, characters and creatures you kill will often explode into a red, gut-ridden, eyeball-strewn paste. | |
Four Eyes | PER 2-9 | While wearing any type of glasses, you have +1 PER. Without glasses, you have -1 PER. |
Heavy Handed | Your melee and unarmed attacks do more damage, but less critical hit damage. | |
Small Frame | Due to your small size, you have +1 AGL but your limbs are more easily crippled. | |
Fast Shot | While using Guns and Energy Weapons, you fire 20% more quickly but your shots are 20% less accurate. | |
Trigger Discipline | While using Guns and Energy Weapons, you fire 20% more slowly but are 20% more accurate. | |
Kamikaze | You have +2% Move Speed but your reckless nature causes you to have -2 Damage Threshold. | |
Good Natured | You're Good Natured at heart, more prone to solving problems with your mind than violence. You gain +5 to Barter, Medicine, Repair, Science, and Speech, but have -5 to Energy Weapons, Explosives, Guns, Melee Weapons, and Unarmed. | |
Built to Destroy | The Flamer that burns twice as bright burns half as long. All weapons have +3% chance to Critically Hit, but equipment condition decays 15% faster. | |
Loose Cannon | From Frag Grenades to Throwing Spears, you can throw weapons 30% faster at the cost of 25% less range. |
Perks:
List of Perks | Lvl req. | Skill Requirements | Effect |
---|---|---|---|
Confirmed Bachelor/Cherches La Femme | 2 | - | In combat, you do +10% damage against male opponents. Outside of combat, you'll sometimes have access to unique dialogue options when dealing with the same sex. |
Lady Killer/Black Widow | 2 | - | You'll sometimes have access to unique dialogue options when dealing with the opposite sex. |
Friend of the Night | 2 | PER 6 Sneak 60 | You are a true friend of the night. Your eyes adapt quickly to low-light conditions indoors and when darkness falls across the wasteland. |
Heave, Ho! | 2 | STR 5 Explosives 30 | Quite an arm you've got there. All thrown weapons fly farther and faster for you. |
Hunter | 2 | Survival 30 | In combat, you do +75% Critical Damage against animals and mutated animals. |
Intense Training(10) | 2 | - | With the Intense Training perk, you can put a single point into any of your S.P.E.C.I.A.L. attributes. |
Rapid Reload | 2 | AGL 5 Guns 30 | Rapid Reload makes all of your weapon reloads 25% faster than normal. |
Retention | 2 | INT 5 | With the Retention perk, the bonuses granted by skill magazines last three times as long. |
Swift Learner(3) | 2 | INT 4 | With each rank in the Swift Learner perk, you gain an additional 2.5% to total Experience Points whenever Experience Points are earned. |
Junk Rounds | 2 | LCK 6 Repair 45 | Survival is the mother of invention! Craft ammo at the Reloading Bench using alternate materials (Scrap Metal and Tin Cans). |
Cannibal | 4 | - | With the Cannibal perk, when you're in Sneak mode, you gain the option to eat a corpse to regain Health. But every time you feed, you lose Karma, and if the act is witnessed, it is considered a crime against nature. |
Comprehension | 4 | INT 4 | With the Comprehension perk, you gain double the bonus from reading magazines and one additional point from skill books. |
Educated | 4 | INT 4 | With the Educated perk, you gain two more skill points every time you advance in level. This perk is best taken early on, to maximize its effectiveness. |
Entomologist | 4 | INT 4 Survival 45 | With the Entomologist perk, you do an additional +50% damage every time you attack a mutated insect, like the Radroach, Giant Mantis, or Radscorpion. |
Rad Child | 4 | Survial 70 | You truly are a rad child. As you go through the increasingly devastating stages of radiation sickness, you will regenerate more and more health. |
Run 'n Gun | 4 | Guns 45 Energy Weap. 45 | The Run 'n Gun perk reduces accuracy penalties with one-handed Guns and Energy Weapons while walking or running. |
Travel Light* | 4 | AGL 6 Survial 45 | While wearing light armor or no armor, you run 2.5% faster. |
Child at Heart** | 4 | CHR 4 | The Child at Heart perk greatly improves your interactions with children, usually in the form of unique dialogue choices. |
Demolition Expert(3) | 6 | Explosives 50 | With each rank of this perk, all of your explosive weapons do an additional 20% damage. |
Ferocious Loyalty | 6 | CHR 6 | The power of your personality inspires die-hard loyalty from your followers. When you drop below 50% Health, your companions temporarily gain much greater resistance to damage. |
Fortune Finder | 6 | LCK 5 | With the Fortune Finder perk, you'll find considerably more bottle caps in containers than you normally would. |
Hand Loader | 6 | Repair 70 | You know your way around a reloading bench and don't let good brass and hulls go to waste. When you use Guns, you are more likely to recover cases and hulls. You also have all hand load recipes unlocked at the Reloading Bench. |
Mad Bomber | 6 | Repair 45 Explosives 45 | Your intimate knowledge of gadgets and explosives have combined to make you... the Mad Bomber! At Workbenches, you have special Explosives recipes unlocked for use. |
Shotgun Surgeon* | 6 | Guns 45 | Your precision with a scattergun is something to behold. When using shotguns, regardless of ammunition used, you ignore an additional 10 points of a target's Damage Threshold. |
Toughness(2) | 6 | END 5 | With the Toughness perk, you gain +3 to overall Damage Threshold when wearing Light, Medium, or Heavy Armor!. This perk may be taken twice, with the second rank granting an additional +3. |
Vigilant Recycler | 6 | Science 70 | Waste not, want not. When you use Energy Weapons, you are more likely to recover drained ammunition. You also have more efficient recycling recipes available at the Workbench. |
Roughin' It* | 6 | Survival 100 | You're more at home under the open stars than under a roof. Any time you sleep outside, you gain the benefits of being Well Rested, even if you don't own the bed. |
Living Anatomy | 8 | Medicine 70 | Living Anatomy allows you restore partial limb health when taking stimpaks. It also gives you a +5% bonus to damage against Humans and non-feral Ghouls. |
Pack Rat* | 8 | CHR 6 Barter 70 | You have learned the value of careful packing. Items with a weight of 2 or less weigh half as much for you. |
Quick Draw | 8 | AGL 5 | Quick Draw makes all of your weapon equipping and holstering 50% faster. |
Rad Resistance | 8 | END 5 Survival 40 | Rad Resistance allows you to -- what else? -- resist radiation. This perk grants an additional 25% to Radiation Resistance. |
Scrounger | 8 | LCK 5 | With the Scrounger perk, you'll find considerably more ammunition in containers than you normally would. |
Stonewall | 8 | END 6 STR 6 | You gain +5 Damage Threshold against all Melee Weapons and Unarmed attacks and cannot be knocked down in combat. |
Strong Back | 8 | END 5 STR 5 | With the Strong Back perk, you can carry 50 more pounds of equipment. |
Super Slam! | 8 | STR 6 Melee Weapons 45 | All Melee Weapons (except thrown) and Unarmed attacks have a chance of knocking your target down. |
Terrifying Presence | 8 | CHR 7 Speech 70 | In some conversations, you gain the ability to initiate combat while terrifying a mob of opponents, sending them fleeing away for safety.You now have 10% less chance to be critically hit by enemies! |
Gunslinger* | 8 | ???? | While using any revolver, you do +5% damage and have +10% reload speed! |
Home on the Range | 8 | Survival 70 | Whenever you interact with a campfire, you have the option of sleeping, with all the benefits that sleep brings. |
Sneering Imperialist | 8 | ???? | You don't take kindly to raiders, junkies, or tribals trying to "settle" or "stay alive" in civilized lands. Against dirty raider and junkie types as well as Zion's tribals you do +15% Damage! |
Tribal Wisdom | 8 | Survival 70 | Your limbs take 50% less damage from Animals, Mutated Animals, and Mutated Insects, you gain +25% resistance to Poison Damage, and can eat Mutated Insects when you're in Sneak mode. |
Mercenary at Heart** | 8 | Repair 25 Survival 45 | You are a mercenary at heart, with this perk you can craft 15 DT (Heavy) Armor sets of mercenary outfits. So you can get all the protection you desire whilst also keeping that merc look! |
Heavyweight Champ** | 8 | STR 5 Unarmed 40 | You have the skill of a heavyweight boxing champion! With this perk you deal +50% damage with boxing gloves/tape! |
Ballistic Threads** | 8 | CHR 7 | With your charm and sliver tongue, you deserve to have some extra protection in fights and look good. You now have the ability to add extra protection to all suits in the game. |
Here and Now | 10 | The Here and Now perk immediately grants an additional experience level, complete with all the advantages that brings. | |
Finesse** | 10 | ???? | With the Finesse perk, you have a higher chance to score a critical hit on an opponent in combat, equivalent to 2 extra points of Luck. |
Animal Friend | 10 | CHR 6 Survival 45 | At the first rank of this perk, animals simply won't attack. At the second rank, they will actually come to your aid in combat, but never against another animal. |
Nerd Rage!* | 10 | INT 5 Science 50 | You've been pushed around long enough! With the Nerd Rage! perk, your Strength is raised to 10 and you gain +5 Damage Threshold whenever your Health drops to 20% or below. |
Night Person | 10 | ???? | When the sun is down, a Night Person gains +2 to both Intelligence and Perception (up to a maximum of 10). This perk directly affects your "internal clock," and remains active both inside and outside. |
The Professional* | 10 | Sneak 70 | Up close and personal, that's how you like it. Your Sneak Attack Criticals with pistols, revolvers, and submachine guns, whether Guns or Energy Weapons, all inflict an additional 25% damage. |
Bar Crawl** | 10 | END 4 | When taking Bar Crawl, beer and other alcoholic beverages regenerate your health! |
Nerves of Steel** | 10 | AGL 7 | With the Nerves of Steel perk, you now have reduced accuracy penalties with rifles while walking or running. |
Dr. Mobius Assistant | 12 | INT 6 Science 65 | You need a mentat to clear your mind! With this perk mentats now become a healing source! |
Ant Might | 12 | Melee Weapons 45 | You have the power and might of fire ants! With this perk you deal an additional 2% Melee Damage |
Alertness | 12 | PER 6 but less than 10 | You've learned to keep your senses alert to any danger. When crouched and not moving you gain a +2 to your Perception attribute to help you find enemies before they find you. |
Ghastly Scavenger | 12 | Cannibal | With Ghastly Scavenger, when you're in Sneak mode, you gain the option to eat a Super Mutant or Feral Ghoul corpse to regain Health. Every time you feed, you lose Karma, and if the act is witnessed, it is considered a crime against nature. |
Grunt* | 12 | PER 6 Guns 45 Explosives 20 | Just good, honest infantry work! You do 15% more damage and +5% critical chance with 9mm and .45 Auto Pistols and SMGs, Service Rifles, Assault and Marksman Carbines, Light Machine Guns, Frag Grenades, Grenade Rifles and Launchers, and Combat Knives. |
Heavyweight* | 12 | STR 9 | Have you been working out? Weapons heavier than 10 lbs. now weigh half as much for you. (Modified weapons that drop below 10 lbs. will not gain this benefit.) |
Hit the Deck* | 12 | Explosives 70 | Your extensive familiarity with Explosives allows you to ignore a portion of their damage. Your Damage Threshold is increased by 15 against any and all Explosives -- even your own. |
Life Giver | 12 | END 6 | With the Life Giver perk, you gain an additional 30 Hit Points. |
Long Haul | 12 | END 6 Barter 70 | You have learned how to pack mountains of gear for the Long Haul. Being over-encumbered no longer prevents you from using Fast Travel. |
Piercing Strike* | 12 | Unarmed 70 | Piercing Strike makes all of your Unarmed and Melee Weapons (including thrown) negate 5 points of Damage Threshold on the target. |
Pyromaniac* | 12 | Explosives 60 | With the Pyromaniac perk, you do +25% damage with fire-based weapons, like the Flamer and Shishkebab. |
Robotics Expert | 12 | Science 50 | With the Robotics Expert perk, you do an additional 25% damage to any robot. But, even better, sneaking up on a hostile robot undetected and activating it will put that robot into a permanent shutdown state. |
Silent Running | 12 | AGL 6 Sneak 50 | With the Silent Running perk, running no longer factors into a successful sneak attempt. |
Sniper* | 12 | AGL 6 PER 8 | With the Sniper perk, you do 20% more damage and +5% chance to critically hit with Sniper Rifles! |
Splash Damage | 12 | Explosives 70 | When you're deep in enemy territory, you just start chucking grenades and hope for the best. All Explosives have a 25% larger area of effect. |
Them's Good Eatin'* | 12 | Survival 55 | Any living creature you kill has a 50% chance to have the potent healing items Thin Red Paste or Blood Sausage when looted. |
Unstoppable Force | 12 | STR 7 Melee Weapons 90 | Your martial might is truly legendary. You do a large amount of additional damage through enemy blocks with all Melee Weapons and Unarmed attacks. |
Chemist* | 14 | Medicine 60 | With the Chemist perk, any chems you take last 10% longer! |
Cowboy* | 14 | PER 6 Guns 45 Melee Weapons 45 | You do 15% more damage and have a +5% chance to critically hit when using any revolver, lever-action firearm, dynamite, knife, or hatchet. |
Jury Rigging | 14 | Repair 90 | You possess the amazing ability to repair any item using a roughly similar item. Fix a Trail Carbine with a Hunting Rifle, a Plasma Defender with a Laser Pistol, or even Power Armor with Metal Armor. How does it work? Nobody knows... except you. |
Light Step | 14 | PER 6 AGL 6 | With the Light Step perk, you'll never set off an enemy's mines or floor-based traps. |
Purifier | 14 | ???? | As a purifier of the wasteland, you do +50% damage with Melee and Unarmed weapons against Centaurs, Nightstalkers, Spore Plants, Spore Carriers, Deathclaws, Super Mutants, and Feral Ghouls. |
Xenotech Expert** | 14 | INT 7 Energy Weapons 80 | With your intelligence and your ability of using energy weapons, you adapt to learning Alien Weapons. You now do +20% more damage and have a +10% chance to critically hit when using any Alien/Zetan weapon! You can now also craft Alien Power Cells and their Over/Max Charge Variants! |
Adamantium Skeleton | 14 | ???? | With the Adamantium Skeleton perk, your limbs only receive 50% of the damage they normally would. |
Commando* | 16 | PER 6 Guns 60 | When using a automatic rifle, you have a +10% fire rate, and have +5% reload speed! |
Power Armor Training** | 16 | You have received or self taught the specialized training needed to move in any form of Power Armor. | |
Wired Reflexes** | 16 | AGL 7 | Advanced technology from the somewhere on the East Coast has improved your mobility. You now have 5% faster movement! |
Action Boy/Girl* | 16 | AGL 8 | With the Action Boy/Girl perk, you gain an additional 2.5% Movement Speed. |
Better Criticals* | 16 | LCK 8 | With the Better Criticals perk, you gain a 25% damage bonus every time a critical hit is scored on an opponent. |
Chem Resistant | 16 | Medicine 60 | Having the Chem Resistant perk means you're 50% less likely to develop an addiction to chems, like Psycho or Jet. |
Tesla Powered | 16 | INT 6 Energy Weap. 50 Science 25 | You do 15% more damage and have a +5% chance to critically hit when using any Tesla Weapons. |
Tag! | 16 | The Tag! perk allows you to select a fourth Skill to be a Tag skill, which instantly raises it by 15 points. | |
Weapon Handling | 16 | STR 10 | Weapon Strength Requirements are now 2 points lower than normal for you. |
Computer Whiz | 18 | INT 7 Science 70 | Fail a hack attempt and get locked out of a computer? Not if you're a Computer Whiz! With this perk, you can attempt to re-hack any computer you were previously locked out of. |
Powered Expert | 18 | Power Armor Training | You are an expert with power armor and you feel comfortable in your heavy suit, with this perk you gain +10% movement speed whilst wearing Power Armor! |
Heavy Weapons Guy** | 18 | STR 9 Guns 75 | And these are your weapons! Whilst using Miniguns, Shoulder Mounted Machine Guns, Makeshift Nail Guns, and Cyberdog Guns. You deal +15% damage and gain a +15% chance to critically hit! |
Home From The Pub** | 18 | Bar Crawl | You are home from the bar and looking for a damn brawl, when drinking Beer and Whiskey you gain +2 Strength and deal +5% Unarmed Damage! |
Infiltrator | 18 | PER 7 Lockpick 70 | With Infiltrator, if a lock is broken, and can't normally be picked again, you can attempt to pick it again one more time. This includes locks previously broken by a "Force Lock" attempt. |
Rad Absorption | 18 | END 7 | With the Rad Absorption perk, your radiation level slowly decreases on its own over time. |
Walker Instinct | 18 | Survival 50 | Your senses have become so keen that you can feel the slightest vibration in the ground. You gain +1 Perception and Agility attributes while outside. |
Young Sorceror | 18 | Science 50 Survival 50 | You are in training to become a Sorcerer, you can now craft beginner Magic Spells! |
Atomic!* | 20 | END 6 | With the Atomic! perk, you are 5% faster and stronger whenever you're basking in the warm glow of radiation. Outside irradiated areas, your Action Points (AP) regenerate faster and faster the higher your level of radiation sickness becomes. |
Eye for Eye* | 20 | ???? | For each crippled limb you have, you do an additional 2% damage. |
Hell Raiser* | 20 | STR 9 Guns 50 Explosives 50 Energy Weap. 50 | When using heavy weapons you get +15% reload speed, deal +20% damage, and have better accuracy whilst hipfiring! |
Mile in Their Shoes | 20 | Survival 25 | You have come to understand Nightstalkers. Consuming Nightstalker Squeezin's now grants bonuses to Perception (+1 PER), Poison Resistance (+5), and stealth (+5 Sneak) in addition to the normal benefits. |
Ninja* | 20 | Sneak 80 Melee Weapon 80 | The Ninja perk grants you the power of the fabled shadow warriors. When attacking with either Melee or Unarmed, you gain a +15% critical chance on every strike. Sneak attack criticals do 25% more damage than normal. |
Plasma Spaz* | 20 | INT 6 Science 50 Energy Weapons 70 | You're just so excited about plasma that you can't (magnetically) contain yourself! You have a +5% chance to critically hit and do +15% damage with plasma weapons (including Plasma Grenades) |
Rad Regeneration** | 20 | ????????????????????? | ?????????????????????????????????????????????????????????????????????????????????????? |
Solar Powered | 20 | END 7 | With the Solar Powered perk, you gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost Health. |
Tunnel Runner | 20 | AGL 8 | The warrens of The Divide have taught you to keep your head down. Your movement speed is greatly increased while sneaking in light armor. |
Slayer* | 20 | AGL 7 Unarmed 90 | The slayer walks the earth! The speed of all Melee Weapons and Unarmed attacks is increased by 50%. |
Fast Metabolism* | 22 | Medicine 100 | With the Fast Metabolism perk, you now heal longer from stimpaks! |
Certified Tech | 22 | ????? | Your knowledge of robotic components allows you to break them more easily and salvage their mechanical corpses. You have a +25% chance to score critical hits against robots, and you'll also find more useful components on robots you destroy. |
Irradiated Beauty | 22 | END 8 | Any time you sleep, you remove all of your Rads in addition to regaining all of your Health. (In Hardcore Mode, you still don't regain Health, but you lose 100 Rads.) |
Explorer* | 22 | ???? | When you choose the Explorer perk, every location in the world is revealed on your map. So get out there and explore! |
Laser Commander | 22 | INT 7 Energy Weapons 90 | From the humble Laser Pistol to the mighty Gatling Laser, you do +15% damage and have +5% chance to critically hit with any laser weapon. |
Lead Belly* | 22 | END 5 Survival 100 | With the Lead Belly perk, you take 50% less radiation when consuming irradiated food and drink. And you heal for longer from some food sources! |
Nuka Chemist | 22 | Science 90 | You have unraveled some of the greatest mysteries of Pre-War masters: formulas for developing special Nuka-Colas! This perk unlocks special Nuka-Cola recipes at the Workbench. |
Spray and Pray | 22 | ???? | Your attacks do much less damage to companions, allowing you to liberally spray an area with reckless abandon. |
Voracious Reader | 22 | INT 7 | You don't just read books, you tear into them. Damaged books you pick up become blank magazines, which you can use to copy your existing skill magazines at a workbench (or convert blank magazines back to books). |
Broad Daylight | 23 | ??? | You're so sneaky that you can sneak even with your Pip-Boy light on! Any time the Pip-Boy light is on, you gain a sneak bonus to offset the light's sneak penalty. |
Barkskin** | 25 | STR 8 Survival 80 | You've been exposed to the wrong kind of trees, and your skin is now as hard as tree bark. As a result, you've gained a permanent +2% to Damage Resistance. |
Lessons Learned | 26 | INT 6 | The wasteland has taught you some hard lessons, but you've remembered them all. You gain +1% to earned experience per level gained. (For example, +25% experience at level 25.) |
Burden to Bear | 28 | STR 6 END 6 | The wastelander with the most gear wins! (... or at least survives.) You can now carry an additional 50 pounds of gear (stacks with Strong Back perk). |
Legendary Perks:
What are Legendary Perks?
Legendary Perks are specialized in some way, for example for a sniper build or a heavy weapons build.
You need to carefully build your character in order to take these perks.
These perks are only available on Lvl 30.
List of Legendary Perks | Requirements | Prerequisite perks | Effect |
---|---|---|---|
Infantryman | 100 Guns, 10 Perception, 7 or Higher Agility, 5 or Lower Intelligence | Grunt | You are without a doubt the best with a rifle, you do +20% damage, and +10% to fire rate and reload speed and + 10% critical chance, when using any Marksman Carbine, Battle Rifle, Assault Carbine, Radium Rifle, Automatic Rifle (BAR), Service Rifle, and even the Railway Rifle |
Zetan Commander | 10 Intelligence, 100 Science, 100 Energy Weapons, 5 or Lower Perception | Wild Wasteland, Xenotech Expert | You are so skilled with alien technology you seem like a commander of a mothership! With this perk you gain +20% damage, +10% critical chance, and +10% fire rate with Alien Weaponry. |
Master Handyman | 8 or Higher Intelligence, 6 or Lower Endurance | Jurry Rigging | Your skills at repairing and tinkering is truly masterful, with this perk you gain 3 RobCo Kits in your inventory to repair items for free, work in a workbench, and craft in a reloading bench anytime, anywhere! You also gain the ability to craft some unique weapons. |
Master Caravanner | 10 Endurance, 10 Strength, 3 or Lower Agility | Burden to Bear, Strong Back | You are the master caravanner! With this perk you gain +250 pounds of carry weight, items weigh half as much, and you get a brahmin companion that follows you! You can store spare items in the brahmin's inventory. |
Fire In The Hole! | 100 Explosives, 10 Strength, 5 or Lower Intelligence, 5 or Lower Perception | Hit The Deck Perk | Fire In The Hole! With this perk you gain +30% attack speed, take 50% less limb damage while using explosives, and +40% reload speed with explosives! |
Undisputed Champion | 100 Unarmed, 10 Strength, 10 Endurance, 5 or Lower Intelligence | Heavyweight Champion | And the new undisputed champion of the world! You are the best boxer in the wastes, you are the next Ali, you gain +50% damage with boxing gloves, +10% critical chance, and you now are forged with new upgraded boxing gloves that are better than any gloves in the Mojave, but you cannot unequip them! |
You're A Wizard! | 100 Survival, 100 Science, 10 Intelligence, 4 or Lower Perception | Young Sorcerer | You are a wizard! You can now craft master tier spells to cast on your enemies, you now gain +20% damage and +20% critical chance with spells, you can now also throw spells +20% further! |
Tesla Charged | Energy Weapons 100, 80 Science, 10 Intelligence, 4 or Lower Perception | Tesla Powered | You are fully charged with Telsa Powers and are very well versed with Tesla Weaponry, you deal an additional 20% damage with Tesla Weapons, you now shoot 15% faster and reload 10% faster, and have an additional 10% chance to critically hit with Tesla Weapons. |
Radiation King | 100 Survival, 10 Endurance, 4 or Lower Agility | Rad Child | When above 50% Radiation Level, you get +30 Health Points, Do +20% more damage, and have a +10% chance to critically hit with Radiation Weapons (Radium Rifle, Gamma Gun, and the Fatman) ! You now gain another 25% Radiation Resistance, and you are now friendly to Feral Ghouls! You truly are the Radiation King. |
The Last Samurai | 100 Melee Weapons, 8 Strength or Higher, 8 Agility or Higher, 5 or Lower Perception | You are the ultimate samurai, you gain +5% Movement Speed, you now have +10% chance to critically hit and gain an additional 15% damage with melee and unarmed weapons! | |
Plasmatic | Energy Weapons 100, 80 Science or Higher, 10 Intelligence, 4 or Lower Perception | Plasma Spaz | You have become a expert in the field of plasma destruction. You now have 10% faster attack speed with plasma weapons and have a faster projectile speed, you can now throw plasma grenades' farther and faster now. All Plasma Weapons also do an additional +15% more damage and an extra 10% chance to critically hit. |
Destroyer of Worlds | 10 Strength, 4 or Lower Agility | Hell Raiser | You are a Destroyer of Worlds! You now shoot +40% faster with heavy weapons, have +5% movement speed whilst using Miniguns and Gatling Lasers and Power Armor, you draw and reload heavy weapons +10% faster, you are more accurate whilst hipfiring, and gain 8 Damage Threshold whilst wearing Power Armor to become a tank in your battles. |
1st Recon Specialist | 100 Sneak, 10 Perception, 4 or Lower Intelligence | Sniper | Being a 1st Recon Sniper takes ultimate patience and precision, you also have to be silent, with this perk you +25% crouch walking movement speed. You also gain a +10% chance to critically hit with snipers and deal +10% more damage and critical damage! Hostile targets are highlighted and you have much improved detection |
Master of Lasers | 100 Energy Weapons, 80 or Higher Science, 10 Intelligence, 4 or Lower Perception | Laser Commander | You are truly a master and handling and dealing destruction with Laser Weapons. You now have 10% faster fire rate and reload speed, deal an additional 20% damage, and have an additional +10% chance to critically hit with Laser Weapons! |
Arsonistic Killer | 80 or Higher Energy Weapons, 80 or Higher Explosives, Strength 9 or Higher, 4 or Lower Agility | Pyromaniac | Your reputation and your style of killing has left others horrified of your presence and has made you a wasteland folktale. With this perk you gain +40% damage with flame based weapons and +15% critical damage and gain +20% attack speed |
Ultimate Hitman | 100 Guns, 10 Agility, 5 or Lower Strength | The Professional | With your skills your are truly the Ultimate Hitman, with this perk you deal +15% damage with Pistols and SMG's, you also have +30% Reload Speed, +10% chance to critically hit, +5% Attack Speed, +10% movement speed, and have improved hipfire accuracy with SMG's and Pistols. |
Master Shotgunner | 4 or Lower Intelligence, 100 Guns, 7 or Higher Perception, 8 or Higher Strength | Shotgun Surgeon | With this perk you get heavily increased pellet accuracy with shotguns making every round feel like a slug! You also gain +20% attack speed and reload speed with shotguns. You also deal an additional +25% damage with shotguns and break 5 damage threshold per shot, you truly are the master shotgunner! |
Certified Physician | 80 or Higher Science, 10 Intelligence, 100 Medicine, 5 or Lower Strength | Fast Metabolism | You truly are a Certified Physician, with this perk your stimpaks now heal for longer and you heal more with expired stimpaks, and you heal others for longer with Stim Guns making you an excellent field medic! You now also gain +10 Damage Threshold while using medic weapons so you can focus on healing your allies in combat! |
Courier With No Name | 10 Perception, 100 Guns, 4 or Lower Intelligence | Cowboy Perk | You're a cowboy at heart, you have a mystical presence with your deadly skills. When using any revolver, lever-action firearm, dynamite, knife, or hatchet, you gain +10% attack speed, +15% damage, have +10% chance to critically hit, and gain an additional 25% reload speed! |