The player can moderate radiation exposure by increasing radiation resistance with Rad-X (effectiveness scales with Medicine) and radiation suits. 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 . Very useful for crit builds since it provides the player with endless True Police Stories which boost your crit chance by 10% (with comprehension) and is affected by weapon critical hit multipliers. . After 7*2 days (2 weeks) it drops a further 90%; and so on for 14 weeks. Water items hydrate and heal you 15% better. . Launch nuclear missiles at both Caesar's Legion and NCR. Note: I am not including DLC companions into this list because they are mostly irrelevant and the time you get to travel with them is incredibly short. -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. The storms don't last long, typically around one hour. You gain an additional 10% whenever experience points are earned. You can find all the perk base_ID values on the Fallout: New Vegas Wiki. Shotguns have a 10% chance, per pellet, of knocking an enemy back. +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. unarmed attack. You also have more efficient recycling recipes available at workbenches. No need to waste a perk just to get through Vault 34. Rad Absorption is a perk in the Fallout 3 add-on Broken Steel and in Fallout: New Vegas. Now. Pure radiation damage is rare. [14], Radstorms are natural weather phenomena that occur throughout the Commonwealth and in Appalachia. If taking for DMG you could be a simp and take La Femme/Confirmed Bachelor to make the Oliver, Lanius and Ulysses fights easier, but I prefer Black Widow/Lady Killer because it makes me better at beating up women. player.setav speedmult X Where X is your speed. If you don't feel like sprouting extra limbs or going ghoul, Rad Resistance is a fantastic perk choice. [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. The condition of weapons and armor decays 50% slower. Additionally there are . Even without the game's DLC packs, there are plenty to pick from. Your chance to hit an opponent's legs in V.A.T.S. Radiation damage inflicted by weapons can be reduced by locational radiation damage resistance. Karma reset to 0, +25% AP regeneration rate, +20% attack speed, immunity to critical hits. 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. -Stealth Girl: This doubling of stealth boy duration stacks with chemist, day tripper and Logan's loophole allowing for 20 minute stealth boys. -Tribal Wisdom: Eat the bugs to save the planet, bigot. +1 SPECIAL point, NCR Fame, Caesar's Legion Infamy. 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. Take if you run explosives, ignore if you don't simple as. Information included may not meet. 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. The rate is 1% of HP per 10 rads; this means that 1000 is still the fatal level as in previous games. [23], The amount of radiation and biochemical agents[24] released during, before, and after[25] The Great War led to major changes in the biosphere, impacting the plants that could be grown when compared to before the war. Unfortunatly, for full auto melee weapons all this perk does is decrease the windup time, your chainsaw will not do more dps when revved with this perk. 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 . -Them's Good Eatin: This perk is cannibal but playable. 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. is increased by 25%. 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.). Terrifying Presence - There's what, maybe 10 instances in the whole game, including DLC, where you can use this? Radiation is an environmental hazard in Fallout: New Vegas. Explore every inch of the Wasteland when you fear no radiation. Another benefit of this perk is that while you are gaining rads, you move faster, attack faster, gain 2 DT and 2 STR, but given how rare irradiated zones are in FNV you won't be utilizing this portion of the perk very often. [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. -Hot Blooded: Useful only if you're trying to hit the highest dmg possible. Rad exposure is usually limited; only very rarely will zones be so irradiated that venturing into them results in a quick death. This is important because some weapons do pure radiation damage that ignores radiation immunity. The only use for this perk is against Cazadores and Radscorpions, both of which have poison and are a bit tougher to kill. The river below the Pitt Bridge reaches 600 rads per second, and is fatal due to a lack of ability to leave. Remnants Power Armor is the best power armor in terms of DT in Fallout New Vegas. It has the same armour rating as Reinforced Leather and you can use ordinary Rad suits to repair it. Also, should the character survive to maximum irradiation (1000 rads) (as in their stats do not reach zero), the character has 24 hours to use enough RadAway to get themselves below 1000 rads or they will die. You have come to understand night stalkers. Combine this with the fact it doubles the duration for ALL consumables (food, chems, stealthboys, magazines, ect) and you have a ridiculously powerful trait. Fallout: New Vegas Perks List:-----Submitted by: Arju Adamantium Skeleton (Level 14 Required) ? Please enjoy and leave me a comment if you would like to see anything else ranked. Even just fast traveling can result in a full health bar. 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. Rad Absorption is a perk in the Fallout 3 add-on Broken Steel and Fallout: New Vegas and a cut perk in Fallout 76 . -Fast Metabolism: Get more out of your stimpacks, as if healing is rare in FNV. There are 88 regular perks, 8 companion perks, 16 challenge perks, and 18 special perks. You gain one additional skill point for reading books and double the skill points for reading magazines. It leads the player to the Divide, a destroyed place where radiation mutilated the inhabitants even worse than the general Ghoul. Accessing the Pip-Boy to eat or drink anything that will make the rad level cross the 1001-Rad death threshold will trigger a notification that will mention being affected by "fatal rad poisoning." 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. 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. 1 New comments cannot be posted and votes cannot be cast. A useful rule-of-thumb is the "rule of sevens." This perk converts ONE scrap metal or FIVE tin cans into a SINGLE FUCKING ROUND OF AMMO AND YOU STILL NEED A CASING. -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. close. -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. I do not know if this perk works with NCR troopers called by the NCR emergency radio but that would require testing. Thank you and enjoy. -Math Wrath: Only useful in a VATS centric build where the 10% reduction results in an extra hit inside of VATS. VATS still sucks but if you're building around it take this perk for rifles. 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. -Grim Reaper's Sprint: Get some of your hard earned AP back after killing someone. As you might imagine, the nuclear fallout that ended the world left behind some lovely radiation as a parting gift. 1 fission battery + 2 scrap metal = 50 Sierra Madre chips. 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 Moreover, since this directly affects maximum health, this is damage that can't be healed. Radiation is made up of energetic subatomic particles, atoms moving at high speeds, and electromagnetic waves on the higher spectrum of energy. The rule is accurate to 25% for the first two weeks and is accurate to a factor of two for the first six months. Challenge tasks can be accessed from the Pip-Boy menu; on the 'Misc' page, accessible from the 'Data' section. It's worse in FNV than in FO3 because of the ridiculous perk every two levels system (good thing mods exist). -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. And this perk has the gall to have two equally useless ranks. This gets reflected as actual damage, even if a character is at full health. Would rank higher if it didn't have an awful 70 barter requirement. That being said, where this perk really shines is magazines. Only Nuclear Physicist appears to increase radiation poisoning. -Vigilant Recycler: Same principal as hand loader but for energy weapons. -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. Makes weapon equipping and holstering 50% faster. 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. For one rank, deal 10,000 damage with one-handed melee weapons. This also boosts True Police Stories from +5% to +10% crit chance making this perk a good choice for crit builds. Considerably more ammunition in stockpiles. This does not affect weapons modded to under 10 wg. remnants power armor) to save a ton of money on repairs. Being over-encumbered no longer prevents you from using fast travel. Do the math before taking this perk to see if you gain anything out of it. Life Giver (Level 12, EN 6 Required) ? However, the road itself offers varied areas like collapsed buildings or caves. Every 24 hours you get 5 consumables with 1 rad/sec for 20 sec 5 consumables with 5 rad/sec for 20 sec Requirements Lonesome Road since I used one of the meshes. +10 Health per 100 Karma; Karma reset to 0, +10% damage, immunity to critical hits. Hit level 50 faster so you spend less time getting molested by enemies that scale harder than you do. -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. -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. 20 isn't a ton but it's better than nothing. -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. The damage bonus is negligible and only works against humans and ghouls so don't bother taking this perk for dmg. Hostile targets are highlighted whenever the player is actively aiming. You can also take EDE with any companion besides Rex who has a terrible perk so just run EDE all the time. This perk is gained by getting exposed to Critical Radiation Poisoning (600+ rads) for Moira's Wasteland Survival Guide. For example, Lorenzo's Artifact has a radiation damage component that does pure damage. These weapons are still affected by radiation resistance, so they will do more damage to an "immune" target than one with high resistance. Accumulationg 1000 Rads in fallout 3 and New Vegas will kill you instantly, while other fallout games do it differently. These perks are great for comedy, not so great for combat. If you think you need this perk here's what you do. Some call it the Phantom Death, 'cause that's what it is. Shame the interface for workbenches and reloading is borderline unusable. Most of the perks obtained this way are related to the skill or task that was completed to earn it. Long-lived isotopes release energy over long periods of time, creating radiation that is much less intense but more persistent. player.addperk [perk code] - get perk (see table below for codes) player.addspell [perk or aid code] - get perk or aid (see table below for codes) player.setlevel [number] - set level rewardXP [number] - add XP rewardKarma [number] - add Karma addtagskills [number] - add tag skill points modpca [attribute] [number] - increases SPECIAL stats -Fight the Power: Situational damage increase against faction enemies. Take this in full auto non-crit builds. -Long Haul: Makes inventory management easier by allowing the player to teleport to vendors whenever they pick up too much loot. 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. with two-handed weapons. Fallout Wiki is a FANDOM Games Community. -Stonewall: Knockback is just as deadly to the player as it is to the enemy so making yourself completely immune to it takes away a lot of the danger from certain encounters. 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. Your attacks do 75% less damage to companions. Fantastic perk for any build. Essential in a VATS pistol build. This perk will solve almost all healing issues your character may have. A: Demolition Expert, Hand Loader, Vigilant Recycler, The Professional, Shotgun Surgeon, C: Bloody Mess, Ferocious Loyalty, Mad Bomber. -Thought you Died: The worst out of the 3 level 50 perks but still a good perk nonetheless. Additionally, six of the regular perks can be chosen more than once, such as Intense Training. -Fight the Power! -Built to Destroy: 3% crit is not a lot, but neither is 15% weapon degradation if you have a way to maintain your weapons. Effects 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. Also the crit bonus effects all critical damage not just sneak attacks. Chems, firearms & ammunition within a short distance are highlighted when you zoom in. -Packrat: This perks allows you to carry more crafting supplies, food and ammunition in hardcore mode. 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. Radiation is represented as a red bar on one's HP bar, going from right to left. Removes any radiation taken from drinking an irradiated water source. Consider this if you're going for a genocide run but just like all other situational damage perks it's not really worth it. Rads can be flushed by: Radiation can be resisted by equipping certain types of apparel, such as radiation suits or power armor. -Animal Friend: You won't be attacked by the weakest enemy type in the game. The dialogue options they grant usually have other ways of resolving themselves and the DPS bonus isn't really that noticeable. 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. Neat but not worth a perk, even on hardcore mode. I am also not rating companions on their combat ability or other qualities besides the value of their companion perk. Fallout: New Vegas is the first game in the series to have perks that affect the party as a whole. Temporarily stun opponents by throwing dust or dirt at their eyes (requires dirt or sand ground). This is due to the nature of nuclear fission used in the bulk of nuclear weapons during the Great War. -Cannibal: This perk would be playable if not for the long animation that occurs every time the player eats a corpse. 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. -Whisky Rose: Immunity to alcohol related debuffs and DT from very specific types of alcohol great who cares. 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. Unlocks special Nuka-Cola recipes at the workbench. player.removeperk <base_id> Take the ID'd perk away. 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. 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. super mutants) and resistance (present in high quantities on e.g. By using a decontamination chamber such as inside the, Astoundingly Awesome Tales - Giant Insects Invade! 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. It's a perk that allows you to skip a level in the event you want to get to a specific perk that comes next, but it takes up space for another more useful perk that you can use right now. 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. While easy weapon repairs are nice, this perk really shines in builds using armor with unique repair categories (i.e. 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. Kill 50/100 robots (glitched; rank is misreported to player, rank 3 is unachievable). Rad Resistance - There's very little radiation in NV, especially when compared to F3. Reaching various summits reveals nearby map markers and grants +3. -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. Eliminates negative effects of consumption and addiction to. Useful if you want your character to be a master of everything. This perk also makes you less accurate in vats while decreasing AP costs, useful for packing in headshots on a nearby enemy. This explains why non-player characters like Confessor Cromwell (who stand in irradiated water at almost all times) do not die from radiation poisoning. -Better Healing: You get to heal a whole 20% more from all consumables. 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. -Adamantium Skeleton: How are broken bones real just take a nap bro it'll be fine. -Wild Wasteland: Grants access to the Alien Blaster which is a pretty solid weapon, but due to its limited ammo you will only be using it against tougher foes. As such, radiation is accumulated from a variety of sources, including exposure to its sources, micronuclear explosions (such as Fat Man detonations or cars), swimming in irradiated water, and eating and drinking contaminated food. Special perks are granted from other sources, usually through actions in the game world. Unless the companion is dismissed, the perk will remain in effect regardless of the distance between them and their companions. Fourth "tag" skill: +15 points to that skill. Rank 1 now adds 10% to limb damage to simulate a weaker body. Traps do not activate and you are given a stealth increase. Fallout: New Vegas - Lonesome Road is the fourth DLC (downloadable content) for Fallout: New Vegas. Ghost people are more likely to die outright without needing to be dismembered or disintegrated. Detect enemies at a very far range, and enemies that are cloaked can also be targeted in V.A.T.S. While the special loss from rad poisoning sucks, the quality of life improvement from never needing healing items (outside of doctors bags) is quite large. [6], The prevalence of radiation in the post-War world is due to fallout, deposited by nuclear explosions. This perk does not work with full auto melee weapons like the chainsaw or thermic lance so keep that in mind. Can intimidate foes through dialogue; closing dialogue results in the foe fleeing for 5 seconds. Radioactive products were used before the war despite risks, from automobile propulsion to rocketry, fission batteries to soda, by weighing the benefits nuclear products brought to their lives. If you don't feel like sprouting extra limbs or going ghoul, Rad Resistance is a fantastic perk choice. -Shotgun Surgeon: Shotguns get gimped by armor since smaller dmg instances are resisted better by armor. 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. -Nerd Rage: Grants significant durability if your health gets low, but you will usually be overkilled before you can fall into the 20% health threshold required to proc this perk limiting its usefulness to tank builds. -Retention: Useful for crit builds utilizing the Police Stories magazine, otherwise don't bother. The -25% crit chance from enemies is also useful, making light armor better defense against high crit enemies since crit dmg ignores DT. Description: The bonuses granted by skill magazines last three times as long. The contents below require additional review. -Friend of the Night: Makes your whole screen tinted blue when it turns night. -Robotics Expert: Would be in D if not for robo scorpions being one of the most annoying enemy types on the planet. See what I've said about every other conditional SPECIAL buff. Helps a little with the Ranger/Legion ambushes but not enough to waste a whole perk point. For another, deal 10,000 damage with two-handed melee weapons. [27][28], Some humans may also become mutated by radioactive exposure. 2. Surgery purchased through dialogue with the. +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. Lastly, this perk will make your shots in VATS more accurate while increasing AP costs. The Rad Resistance perk also provides an increase to radiation resistance. +5% accuracy in V.A.T.S. Endorsements. -Home on the Range: Maybe this perk has some uses in survival but beds are plenty common and fast travel exists for a reason. 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. In Vault 101 on July 13, 2268, the public announcement system reported the level of radiation, "Current radiation level - 0 rads, as always. Maybe C tier is a bit generous but its good for builds that can utilize it. This is even more useful on hardcore mode where companies love to die all the time. -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. [21][22] The threat of radiation exposure is particularly severe among those without access to clean water, such as the segregated groups of Vault City. Deal +3%/+6%/+10% damage to mutated animals. This perk can still be taken if you want to be a super sniper but its not as useful as its counterpart. Keep holomessage from Elijah after Veronica unlocks it. 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. +2 Intelligence and +2 Perception between 6:00 P.M. and 6:00 A.M. When Vault-Tec created their vaults, they equipped them with sensors that could detect radiation levels. [9], After the Great War, radiation has decayed to a habitable level. 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. 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. 10 ; Fallout 76 CC-00 Power Armor. Last updated 14 January 2023 7:57PM. 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. [15], Radiation is harmful to living organisms. Effects With this perk, one's radiation resistance improves by 25%. Deal 16,000 damage with pistol grip energy weapons for one rank and 25,000 damage with rifle grip energy weapons for the other. 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. Even then you still probably shouldn't take it. 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. For each crippled limb you have, you do an additional 10% damage. -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. Unique DLs-- Total DLs-- Total views-- Version. Armor mods (Treated, Resistant, Protective, Shielded) offer increasing Radiation DR. -Old World Gourmet: You get some bonus health out of specific food and drink items. This Perk will reduce radiation poisoning by contaminated drink or food by 50%. The accumulated radiation can be removed in a variety of ways: Radiation can be resisted by equipping certain types of apparel, such as radiation suits or power armor. -Hit the Deck: While enemies that use explosive weapons are fairly rare, the ones that do usually cause instant death if they catch you unaware. All melee (except thrown) and unarmed attacks have a chance of knocking your target down. -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. All human origins start with 0 radiation DR and some origins, such as super mutants, ghouls, and robots, are completely immune to radiation damage. You can get wonderglue from vendors or Muggy in the Sink and burnt out books are everywhere. However, radiation will continue to build up in the person's system, and can still kill them at the fatal threshold as normal. Sure this perk also helps you kill other bugs faster but we all know that cazadors are the only reason to take this perk. However, the armor heavily lacks in hp, having only 400 of it, and that is the lowest amongst all the other Power Armors. Rad Child can grant between 2 - 8 hp/s depending on how irradiated you want to become. The total number of implants one can receive is equal to the Endurance statistic. Radiation is an environmental hazard in Fallout: New Vegas. Rank 2 reduces all charisma checks by 10% (and an additional 30% with Brotherhood of Steel) to . Fallout 4 Gameplay article: Fallout 4 Increased Radiation resistance. The Endurance stat encompasses a lot of skills and perks in Fallout: New Vegas. 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.