-Heavy Handed: Take this on builds that use low crit dmg melee weapons like 2 step goodbye or Oh Baby!. +10% damage and unique dialogue options when . Fission products and irradiated particulate are lifted into the atmosphere by the rising fireball, and whether they are deposited locally or globally depends on the strength of the explosion and its location. It also adds a new perk, Rad Child. D: Animal Friend, Mr Sandman, Miss Fortune, Mysterious Stranger, Night Person, Fight the Power! (didnt really fit my play style) plus it didnt really seem worth it. -Nuka Chemist: Turn 3 nuka cola into a slightly better nuka cola that gives negligible buffs. Rad exposure is usually limited; only very rarely will zones be so irradiated that venturing into them results in a quick death. Although most of the short-lived isotopes will decay by then, such long-lived fallout would remain dangerous for a long time. Halved spread with one-handed ranged weapons while walking or running. If you don't feel like sprouting extra limbs or going ghoul, Rad Resistance is a fantastic perk choice. -Rad Resistance: Unless you plan on being Rad Man of Rad Land don't take this perk, radiation is a non issue. 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. -Whisky Rose: Immunity to alcohol related debuffs and DT from very specific types of alcohol great who cares. Shows health and Damage Threshold of any target. 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. Only Nuclear Physicist appears to increase radiation poisoning. 20 isn't a ton but it's better than nothing. Combine this perk with Run n Gun and you've got yourself a slippery gunslinger. Sleep removes all Rads (Hardcore: only -100 Rads). Hit level 50 faster so you spend less time getting molested by enemies that scale harder than you do. IMO VATS is pretty bad in this game so the usefulness of this perk is limited. -Ninja: Makes sure your melee sneak attacks kill enemies while also giving a small crit chance boost. Receive 15 Mysterious Stranger or Miss Fortune visits. Useful if you want your character to be a master of everything. -Friend of the Night: Makes your whole screen tinted blue when it turns night. Regardless, this perk is mandatory in critical builds so take it if you're running one of those. [6], The prevalence of radiation in the post-War world is due to fallout, deposited by nuclear explosions. You can find all the perk base_ID values on the Fallout: New Vegas Wiki. Radiation poisoning is not influenced by damage bonuses (such as from taking Psycho). The rule of sevens corresponds to an approximate t^-1.2 scaling relationship. 2. level 1. When you're in Sneak mode, you gain the option to eat a super mutant or feral ghoul corpse to regain hit points, but lose Karma. [10] The entire region surrounding the Glow was contaminated, as discovered by a Hub trader who tried to explore the region in 2158, only to perish. Removes any radiation taken from drinking an irradiated water source. -Logans Loophole: While it may not seem like it, level cap of Logan's Loophole is actually a pro rather than a con. Shotguns have a 10% chance, per pellet, of knocking an enemy back. -Search & Destroy: You can't take EDE with his perk so dont take this perk simple as. Traps do not activate and you are given a stealth increase. You truly are a rad child. A useful rule-of-thumb is the "rule of sevens." F: Junk Rounds, Friend of the Night, In Shining Armor. -Educated: This perk is a little bit of a noob trap but its still not a bad choice compared to your other options at this level. This mutation is a result of Moira's experimental radiation treatment. Fallout NV perk tier list (complete and revised) This is my comprehensive perk tier list including traits and companion perks. Maybe C tier is a bit generous but its good for builds that can utilize it. In humans, exposure to radiation almost invariably causes health complications, with their severity depending on the level of exposure. Level 8Endurance 5 All of your weapon reloads are 25% faster than normal. The Endurance stat encompasses a lot of skills and perks in Fallout: New Vegas. +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 lock picking minigame is a joke so there is zero reason to force a lock and the hacker minigame can be exited before the lockout and restarted with zero cost. This Perk cuts the damage to your limbs by half. If this perk included abominations it would be usable but it doesn't so skip it. -Shotgun Surgeon: Shotguns get gimped by armor since smaller dmg instances are resisted better by armor. Skill magazines last for 3 real-time minutes. 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. Fallout New Vegas. +1 SPECIAL point, Caesar's Legion Fame, NCR Infamy. Remnants Power Armor is the best power armor in terms of DT in Fallout New Vegas. You have come to understand night stalkers. You gain a non-addictive subdermal turbo (chem) injector. -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. Fallout New Vegas Modding Guides.-Healing is slow in combat ( for example by going into inventory and healing to full has been removed). 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. The player can craft workbench items through Veronicas dialogue. areas. 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. Radiation damage inflicted by weapons can be reduced by locational radiation damage resistance. The radiation-induced mutation is behind many of the staples of post-War United States, such as radscorpions, geckos, spore plants, and brahmin. Health loss from radiation poisoning as well as the radiation poisoning itself is unaffected by difficulty settings. -Built to Destroy: 3% crit is not a lot, but neither is 15% weapon degradation if you have a way to maintain your weapons. -Kamikaze: Lets you squeeze out another hit in VATS with some weapons which is nice but not always worth the -2 DT. 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. The only use for this perk is against Cazadores and Radscorpions, both of which have poison and are a bit tougher to kill. -Old World Gourmet: You get some bonus health out of specific food and drink items. -Ain't like that Now: You attack and regenerate AP faster on top of gaining immunity to critical hits. [17] Even if treated, radiation exposure can also lead to persistent mutations at a genetic level. Nausea and vomiting would appear at around 1000 mSv or 1. Description: The bonuses granted by skill magazines last three times as long. Old World Blues Bugs This perk can still be taken if you want to be a super sniper but its not as useful as its counterpart. This functions exactly like environmental radiation in Fallout 4: 10 points of radiation poisoning will reduce max health by 1%. Chemist also stacks with Logans Loophole for 4x duration on all your buffs. Ghouls are also uniquely healed by radiation damage. RadAway (or another chem that reduces radiation damage) must be applied using the First Aid action first before anything else can be done. Doesn't count against the Endurance limit of original implant perks. -Animal Friend: You won't be attacked by the weakest enemy type in the game. Also the crit bonus effects all critical damage not just sneak attacks. There are 86 regular perks included in the base game of Fallout New Vegas. Boosting skill magazines to +20 from +10 allows you to save tons of skill points for needed dialogue, lockpicking and science checks. For a cross-game overview of this perk, see, Advanced (400 rads): +4 health per second, Critical (600 rads): +6 health per second. Can instantly kill a sleeping non-player character and earn bonus XP when doing so. In combat, you do 75% more critical damage against animals and mutated animals. 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. Companions told to wait are still counted as active companions. When atoms fission they can split in some 40 different ways, producing a mix of about 80 different isotopes. 2. Sure this perk also helps you kill other bugs faster but we all know that cazadors are the only reason to take this perk. Very useful for grenade and explosive builds. Given that crit boosters stack multiplicatively this perk will allow your pistols to hit quite hard when they crit. Deal +3%/+6%/+10% damage to super mutants. 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. This Perk raises your Hit Points by 30. Take only if there are no better perk options for your build. Reaching 0 HP with radiation damage means the character is dying from radiation poisoning and cannot be stabilized until radiation damage is removed. 25% more likely to hit the target's head in V.A.T.S. For example, the effects of surgical implants are counted as special perks, which are unlocked once the implant is purchased. Even then you still probably shouldn't take it. with one-handed weapons. Fallout 4 Gameplay article: Fallout 4 Increased Radiation resistance. Radstorms result in green overcast skies, high-speed winds, lightning, and radioactive wind from latent radiation of local areas. -Burden to Bear: Strong Back 2. -Bloody Mess: An unnoticeable damage increase that doesn't even matter 90% of the time. Deal 16,000 damage with pistol grip energy weapons for one rank and 25,000 damage with rifle grip energy weapons for the other. Fallout: New Vegas - Lonesome Road is the fourth DLC (downloadable content) for Fallout: New Vegas. player.modav radiationrads 40 The rads value is now 80, but that value comes from two different pools. One can get up to a total of 25 non-challenge perks with all four DLCs installed. Radiation is an environmental hazard in Fallout: New Vegas. You can get wonderglue from vendors or Muggy in the Sink and burnt out books are everywhere. However, exposure to ionizing radiation, specifically gamma rays, results in damage to living tissue or hazardous mutations.[1]. : Atomic is quite the strange perk. Even if you plan don't want to run any companions you can just make them wait somewhere while you do whatever you want to gain the their perk while still working alone. Rad Absorption is a perk in the Fallout 3 add-on Broken Steel and in Fallout: New Vegas. This explains why non-player characters like Confessor Cromwell (who stand in irradiated water at almost all times) do not die from radiation poisoning. Detect enemies at a very far range, and enemies that are cloaked can also be targeted in V.A.T.S. Last updated 14 January 2023 7:57PM. Deal +3%/+6%/+10% damage to mutated animals. 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. It basically builds up in your system. 2. Due to its nature, radiation cannot be detected by human senses, requiring special instrumentation, and is used in a variety of applications both civilian and military. Shame the interface for workbenches and reloading is borderline unusable. The damage bonus is negligible and only works against humans and ghouls so don't bother taking this perk for dmg. -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. [26], Its presence has induced widespread mutations in flora and fauna, leading to the emergence of giant versions of regular species. Regular Perks. -Action Boy: Grants 5 agility worth of AP, but unlike agility it does not make you reload faster. Can make one extra attempt to hack a locked-down terminal. -Demolition Expert: Just a standard damage perk. It has the same armour rating as Reinforced Leather and you can use ordinary Rad suits to repair it. Radiation from water and food, even less so. 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.). 2 days), the level drops again by 90%. And this perk has the gall to have two equally useless ranks. Ranks: 1. A: Full Maintenance (Raul), Old Vaquero (Raul), Stealth Girl (Lilly), D: Scribe Assistant (Veronica), Whisky Rose (Cass), Search & Mark (Rex). Although some DLC is not out yet, this series also includes all the available Fallout New Vegas DLC Perks. 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. -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. Mandatory in crit builds, ignore in no-crit builds. 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. Furthermore, a significant secondary source is neutron capture by non-radioactive isotopes both within the bomb and in the outside environment. When using Energy Weapons, you are twice as likely to recover drained ammunition. -Nerves of Steel: Getting back AP faster is good for any player that utilizes VATS a lot. -Splash Damage: Great perk for explosive builds, but I recommend pairing it with Hit the Deck to avoid embarrassing deaths. -50% radiation taken from food and water sources. This perk grants an additional 25% to Radiation Resistance. 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. Fallout is a series of post-apocalyptic role-playing video gamesand later action role-playing gamescreated by Interplay Entertainment.The series is set during the 21st, 22nd and 23rd centuries, and its atompunk retrofuturistic setting and art work are influenced by the post-war culture of 1950s United States, with its combination of hope for the promises of technology and the lurking . After 6 months, the rate of decline becomes much more rapid. Certain enemies, such as glowing ones or centaurs, have radiation-based attacks that can give the player character rads. 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. -Solar Powered: While I do hate conditional SPECIAL bonuses, 2hp/s is quite nice. 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. -Night Person: Like all other situational SPECIAL granting perks, this one is not worth the chore to maintain. You never feel it until it's too late. 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. See what I've said about every other conditional SPECIAL buff. In the off chance you do stuff 800 iirradiated foodstuffs in your mouth and want to stuff 800 more just take a radaway or give a doctor like 3 dollars and boom you're good. Rad Resistance 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. -Lead Belly: Rads are a non-issue in FNV outside of select areas and rads from food/water are even less of an issue. -Fight the Power! Consider this if you're going for a genocide run but just like all other situational damage perks it's not really worth it. -- resist radiation. Challenge tasks can be accessed from the Pip-Boy menu; on the 'Misc' page, accessible from the 'Data' section. player.setav speedmult X Where X is your speed. The rule is accurate to 25% for the first two weeks and is accurate to a factor of two for the first six months. Form ID -Ghastly Scavenger: It's cannibal, but for even rarer enemy types. 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. Head can no longer be crippled, +25% resistance to chem addiction, +5% DT (min +1). Launch nuclear missiles at Caesar's Legion. Rad Absorption is a perk in the Fallout 3 add-on Broken Steel and Fallout: New Vegas and a cut perk in Fallout 76 . Fallout Wiki is a FANDOM Games Community. Sure you could play around them but the effects are so negligible that there is no real reason to bother. Deal +3%/+6%/+10% damage to mutated insects. Thus after 7 hours, the residual fission radioactivity declines 90%, to one-tenth its level of 1 hour. The dialogue options they grant usually have other ways of resolving themselves and the DPS bonus isn't really that noticeable. This reduction in yield results in a much larger proportion of the fallout being deposited in the lower atmosphere, and a much faster and more intense deposition of fallout than had been assumed previously. The effects of addictive Chems last 33% longer. Launch nuclear missiles at both Caesar's Legion and NCR. Ranks The speed of all your melee and unarmed attacks is increased by 30%. If your body absorbs too much of that kind of radiation, you'll suffer from fatigue, anemia, even death. +25% damage done by dynamite, hatchets, knives, revolvers, and lever-action guns. Ghouls have a chance to become a glowing one or a glowing feral due to the accumulation of radioactive poisoning, subsequently emitting radiation and lacking body heat. 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. Rad Child is a perk in Fallout: New Vegas . Considerably more ammunition in stockpiles. Manage all your favorite fandoms in one place! -Junk Rounds: While this perk should be D tier since it TECHNICALLY provides benefit to the player, I'm putting this in F tier because of how egregiously bad it is. ED-E repairs 25% weapon condition once per day, ED-E produces energy or microfusion cells once per day. However, the road itself offers varied areas like collapsed buildings or caves. This perk does not heal limbs. 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). +10% damage to the opposite sex and unique dialogue options with certain characters. The Rad Resistance perk also provides an increase to radiation resistance. 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. Just spam vats on their head and if you can't do it accurately just walk closer. This changes the Ghoulish perk to make it more interesting and make it more of a role play option. All your unarmed and melee attacks negate 15 points of. This resistance is applied to all sources of radiation, from the external environment to irradiated consumables. However as the intensity of radiation drops, so does the rate of decline. Perk If a weapon applies radiation damage and another type of damage (such as with the Radioactive damage effect), resolve the other type of damage first and then resolve radiation damage. Do note that to make up for the endurance lost from radiation poisoning you will have to spend 10 seconds in combat (slightly less for the last stage of rad poisioning) so in short fights this perk hurts you. If you don't feel like sprouting extra limbs or going ghoul, Rad Resistance is a fantastic perk choice. 15% for Unarmed or one-handed melee, 30% for two-handed melee. unarmed attack. This perk also makes you less accurate in vats while decreasing AP costs, useful for packing in headshots on a nearby enemy. Below is the rating scale I will use for ranking all my perks. At least this perk lets you save time on maxing out your character. Radiation is made up of energetic subatomic particles, atoms moving at high speeds, and electromagnetic waves on the higher spectrum of energy. This is important because some weapons do pure radiation damage that ignores radiation immunity. +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. Items with a weight of two pounds or less now weigh half as much. +50% to poison resistance, -25% chance to get critical hits from robots, and bonus healing with certain items. player.removeperk <base_id> Take the ID'd perk away. Temporarily stun opponents by throwing dust or dirt at their eyes (requires dirt or sand ground). +25% accuracy in V.A.T.S. +25% damage to robots; can shut down robots by sneaking up on them and deactivating. You do an additional 50% damage every time you attack a mutated insect. Effects Fallout 3 and Fallout: New Vegas Gameplay articles: Fallout 3, Fallout: New Vegas With this perk, one's radiation resistance improves by 25%. Any living creature you kill has a 50% chance to have the potent healing items. Many of the perks not originally intended to be used in Fallout: New Vegas remain from the Fallout 3 game files. This rule states that for every seven-fold increase in time following a fission detonation (starting at or after 1 hour), the radiation intensity decreases by a factor of 10. +25% Radiation Resistance -Purifier: Normally I would rank such a niche damage perk lower, but nightstalkers and deathclaws are nasty to fight in melee builds and 50% boost is a lot of damage. 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. Combine this with the fact it doubles the duration for ALL consumables (food, chems, stealthboys, magazines, ect) and you have a ridiculously powerful trait. Being attacked by radscorpions and ghouls will also inflict radiation damage. -Terrifying Presence: This perk grants you a whopping 18 extra dialogue options, half of which just lead to combat and all of which have better ways of resolving themselves. In Vault 101 on July 13, 2268, the public announcement system reported the level of radiation, "Current radiation level - 0 rads, as always. : Situational damage increases against NCR or legion soldiers. Makes weapon equipping and holstering 50% faster. Decrease in spread and double the Critical Chance for .45 Auto pistols. -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. With the first rank, hostile animals become neutral. It is also more durable (25 item HP, compared to the ordinary radiation suit's 15) and has a higher DT (8 rather than 4 . Damaged books become blank magazines; can copy existing magazines into blank magazines. -Light Step: All mines are scripted in FNV meaning with enough playthroughs you'll remember where they are rendering this perk pointless. Level: 2. chevron_left. However, the armor heavily lacks in hp, having only 400 of it, and that is the lowest amongst all the other Power Armors. Endorsements. Great, never take this. Your eyes adapt quickly to low-light conditions. -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. If the rad count gets high enough, SPECIAL stats begin to drop, and if any of these drop to zero due to poisoning, the character dies. As you go through the increasingly devastating stages of radiation sickness, you will regenerate more and more health. A majority of ghouls are little more than shambling corpses, while a minority retain their faculties. Although most will die after exposure, a combination of factors can cause them to become ghouls, humans who resemble walking corpses and have extended lifespans. 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. 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). Running no longer factors into a successful sneak attempt. attributes drop at certain thresholds, and radiation poisoning kills the Wanderer at 1000 rads. And if IIRC, it has the same Rad resistance rating as the basic Rad suit, but not the Advanced one. 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. The total number of implants one can receive is equal to the Endurance statistic. The player can moderate radiation exposure by increasing radiation resistance with Rad-X (effectiveness scales with Medicine) and radiation suits. -Mr. Sandman You gain the ability to instantly kill sleeping people as if this was some kind of challenge. 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%. -Skilled: FNV is more than generous with EXP and even if it wasn't, skilled grants 65 skill points which is between 6-5 levels worth of skill points. . Combine this with the pitiful +25 health you heal per corpse and this perk is only useful for roleplay, karma tanking or challenge runs. The game distinguishes between radiation immunity (present on e.g. Eating 40 servings of Slop, without some form of rad-cleansing in-between meals, is lethal to the consumer. remnants power armor) to save a ton of money on repairs. 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. Do note that Ulysses is immune to all knockback effects so he can't be cheesed via this method. You can put a single point into any of your. Fallout New Vegas Mods Perks More Perks Reimagined More Perks Reimagined Endorsements 395 Unique DLs -- Total DLs -- Total views -- Version 3.0.3 Download: Manual 1 items Last updated 03 October 2022 1:40AM Original upload 15 May 2022 1:21PM Created by original by dree74 - reimagined by Voidwalker Uploaded by TrueVoidwalker Virus scan Safe to use Ionizing radiation of various types was also used in a variety of medical, scientific, and military applications, and its widespread use led to the development of a variety of countermeasures to protect humans from harm, such as Rad-X or RadAway brand anti-radiation medicine. One thing to note is that the armor piercing effects of full auto melee weapons are broken so Piercing Strike is highly recommended in the full auto melee build. All non-player characters are immune to radiation. First kill 125 enemies with melee weapons. 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. No Sneak penalty for using Pip-Boy light. 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. The perk remains in effect so long as the companion is currently following the player character. super mutants) and resistance (present in high quantities on e.g. Unlike skilled, this perk is not bugged so taking it multiple times will have no effect. Notes 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.