Now, with that out of the way, it's finally time to do the actual perk sele and I have 12 level-ups pending, so I'll be able to take quite a few perks this time around.
Finished with that thought, I immediately selected level up oatus s and as soon as I did, the holographic s sed back to the perk sele s, dispying a huge variety of perks.
[ Perks ]
Perk Points Left: 12
Level 8 Perks
| ando | Requirements Level 8: +25% Accuracy to all two-handed ranged ons.
| Cowboy | Requirements Level 8: +25% damage done by dynamite, hatchets, knives, revolvers, and lever-a guns.
| Grunt | Requirements Level 8, Guns 45, Explosives 20: Deal 25% more damage with pistols, smgs, assault rifles, marksman carbines, light mae guns, grenades, grenade unchers, missile unchers, and knives.
| Home On The Range | Requirements 8, Survival 70: Able to sleep fortably when not at home and stay aware of your surroundings when asleep.
| Impartial Mediation | Requirements Level 8, Charisma 5: +30 to speed a knack fotiation.
| Living Anatomy | Requirements Level 8, Medie 70: Shows health and DT of any target as well as +5% damage increase.
| Pack Rat | Requirements Level 8, Intelligence 5, Barter 70: Items with a weight of 2 or lower now weigh half as much.
| Quick Draw | Requirements Level 8, Agility 5: Makes on drawing and holstering 50% faster.
| Rad Resistance | Requirements Level 8, Endurance 5, Survival 40: +25% Radiatioance.
| Sger | Requirements Level 8, Luck 5: Find siderably more ammunition.
| Size Matters | (Ranks 3) Requirements Level 8, Endurance 5: +15% Damage and accuracy with big guns.
| Sneering Imperialist | Requirements Level 8: +15% Damage and +25% accuracy when fighting against tribals and raiders.
| Stonewall | Requirements Level 8, Strength 6, Endurance 6: +5 DT and ot be knocked down unless you wish to be.
| Strong Back | Requirements Level 8, Strength 5, Endurance 5: +100 Carry weight.
| Super Sm | Requirements Level 8, Strength 6, Melee ons 45: All of your melee attacks are more likely to knock down your oppos.
| Terrifying Presence | Requirements Level 8, Speech 70: Your presence easily intimidates others. This effect be trolled at will.
| Tribal Wisdom | Requirements Level 8, Survival 70: -50% limb damage from animals, mutated animals, and mutated is along with +25% poisoance.
Level 10 Perks
| And Stay Back | Requirements Level 10, Guns 70: Shotguns have a 10 pert ce, per pellet, to knock ba enemy.
| Animal Friend | (Ranks 3) Requirements Level 10, Charisma 6, Survival 45: Animals no lotack you for no reason.
| Character Builder | Requirements Level 10: You select 1 more trait.
| Fight The Power | Requirements Level 10: +2 DT and +5% critical ce against anyone wearing fa armor or clothing.
| Finesse | Requirements Level 10: +5% Critical ce.
| Here and now | Requirements Level 10: You instantly level up again.
| Math Wrath | Requirements Level 10, Sce 70: Reduces all stamina costs by 10% and increases your calcution ability signifitly.
| Miss Fortune | Requirements Level 10, Luck 6: You have a small ce that Miss Fortune will show up when you miss a shot to incapacitate one of your targets.
| Mister Sandman | Requirements Level 10, Sneak 60: instantly kill a sleeping target within reason and earn twice the amount of experience points for said kill.
| Mysterious Stranger | Requirements Level 10, Luck 6: There is a small ce that the mysterious stranger will show up in your time of o finish off one of your targets.
| Nerd Rage | Requirements Level 10, Intelligence 5, Sce 50: +50% DR and 1th whenever health is 20% or below.
| Night Person | Requirements Level 10: +2 Intelligend +2 Perceptioween 6:00 PM and 6:00 AM.
| Psma Spaz | Requirements Level 10, Energy ons 70: Accurad damage for all psma ons are increased by 20%.
| Thick Headed | Requirements Level 10, Endurance 6: Limbs are 15% harder to cripple and the effects of crippling are 50% less. The lower your intelligehe higher the modifiers.
Level 12 Perks
| Alertness | Requirements Level 12, Perception 6: +2 Perception when not moving.
| Fast Metabolism | Requirements Level 12: +20% More hit points restored when using ah restorative items.
| Ghastly Sger | Requirements Level 12, ibal Perk: Gain the ability to rapidly regaih from eating super mutants and feral ghoul corpses.
| Heavy Weight | Requirements Level 12, Strength 7: ons with a weight of 10 or more pounds will have their weight cut in half.
| Hit The Deck | Requirements Level 12, Explosives 70: +25 DT against explosives.
| Hobbler | Requirements Level 12, Perception 7: Your ce to hit oppos is increased by 25%.
| Life Giver | Requirements Level 12, Endurance 6: +30 Hit points.
| Long Haul | Requirements Level 12, Endurance 6, Barter 70: +200 to carry weight.
| Pierg Strike | Requirements Level 12, Unarmed 70: All of your unarmed and melee attaegate 15 points of DT.
| Pyromaniac | Requirements Level 12, Explosives 60: +50% damage with fire-based ons.
| Robotics Expert | Requirements Level 12, Sce 50: +25% damage against robots and gain knowledge of all things robots.
| Silent Running | Requirements Level 12, Agility 6, Sneak 50: Your running no longer makes sound and vibrations.
| Sniper | Requirements Level 12, Guns 50: +25% To your headshot accuracy, and when you nd a headshot, the damage dealt to the target is increased by 10%.
| Spsh Damage | Requirements Level 12, Explosives 70: Explosives have a 25% rger area of effect.
| Unstoppable Force | Requirements Level 12, Strength 7, Melee ons 90: x4 Normal damage through enemies blocks with melee ons and utacks.
Level 14 Perks
| Adamantium Skeleton | Requirements Level 14: Your booughness is increased by 50%.
| ter Of Mass | Requirements Level 14, Guns 70: You do an additional 15% damage when targeting the torso.
| Chemist | Requirements Level 14, Medie 60: Positive chem effects st twice as long.
| Cyb | Requirements Level 14, Medie 60, Sce 60: +10 To energy ons, +10% to radiatioance, Poisoance, and damage resistance.
| Jury Rigging | Requirements Level 14, Repair 90: Able to repair any item using a roughly simir item.
| Light Step | Requirements Level 14, Perception 6, Agility 6: You no longer set off floor-based traps and mines.
| Purifier | Requirements Level 14: You do 50% more damage with melee and unarmed ons against mutants.
Level 16 Perks
| A Boy | Requirements Level 16, Agility 6: +15% to stamina.
| Better Criticals | Requirements Level 16, Perception 6, Luck 6: +50% damage with critical hits.
| Chem Resistant | Requirements Level 16, Medie 60: Half as likely to get addicted to chems.
| Meltdown | Requirements Level 16, Energy ons 90: Foes killed by your energy o a a of harmful energy.
| Tag! | Requirements Level 16: Allows the tagging of a fourth skill.
| ons Handling | Requirements Level 16: Halves the amount of strength required to wield any on and the draining of stamina from said wielding.
Level 18 Perks
| puter Whiz | Requirements Level 18, Intelligence 7, Sce 70: ow basically perform magi a puter.
| trated Fire | Requirements Level 18, Energy ons 60, Guns 60: +5% to accuracy for every subsequent attack.
| Infiltrator | Requirements Level 18, Perception 7, Lockpick 70: You somehow break through any loow, no matter how difficult it may be for others.
| Paralyzing Palm | Requirements Level 18, Unarmed 70: paralyze anyone for 30 seds with an utack.
| Walker Instinct | Requirements Level 18, Survival 50: +1 Perception and agility when outside.
Level 20 Perks
| Atomic! | Requirements Level 20, Endurance 6: In irradiated areas, +25% move and attack speed, +2 DT, +2 strength. When you have an excess rad level, stamina regen scales from 1.1 times to 1.5 times normal.
| Explorer | Requirements Level 20: All locations are marked on your map emphasis on the all.
| Eye For Eye | Requirements Level 20: For each crippled limb you have, you do an additional 10% more damage.
| Grim Reaper Sprint | Requirements Level 20: All kills restore some stamina and energy.
| Mile In Their Shoes | Requirements Level 20, Survival 25: You have e to uand night stalkers. ing night stalker squeezin's now grants boo Perception (+1 PER), Poisoance (+5), and Stealth (+5 Sneak) in addition to the normal bes.
| Ninja | Requirements Level 20, Melee ons 80, Sneak 80: Multiplies Critical ce by x1.15 with melee and unarmed ons and grants +25% damage with melee/unarmed sneak attacks.
| Sor Powered | Requirements Level 20, Endurance 7: +2 tth and +1 HP per sed while outside.
| Them's Good Eatin | Requirements Level 20, Survival 55: Any living creature you kill has a 50% ce to have the potent healing items, thin red paste or blood sausage when looted.
Level 22 Perks
| Deep Sleep | Requirements Level 22: Sleeping in any bed gives the Well Rested effect, whicreases your XP by 10%, for 8 hours.
| Irradiated Beauty | Requirements Level 22, Endurance 8: Sleep removes all Rads.
| Laser ands | Requirements Level 22, Energy ons 90: You do ara 15% damage and have a 10% extra ce to critically hit with any ser on.
| Nuka Chemist | Requirements Level 22, Sce 90: Gain knowledge of all Nuka-Co recipes.
| Puppies! | Requirements Level 22: If Dogmeat dies, he will respawn as a puppy with all memories at the entrao Vault 101.
| Spray And Pray | Requirements Level 22: Your attacks do 75% less damage to your panions.
| Voracious Reader | Requirements Level 22, Intelligence 7: Doubles the speed at which you read and you are now able to learn the tents of books by destroying them.
Level 24 Perks
| Ammo Depot | Requirements Level 24, Strength 7: Ammo and magazi reduced by 40%
| Heavy Gunner | (Ranks 5) Requirements Level 24, Strength 8, Guns 50, Energy ons 50: +20% Damage when using heavy ranged ons, as well as increasing accuracy by 10%.
| No Weakness | Requirements Level 24: All special stats lower than 5 bee 5.
| Resource Hoarder | Requirements Level 24, Strength 10: All resource weights are reduced by 40%.
| Syer | Requirements Level 24, Strength 7, Agility 7, Unarmed 90: The speed of all your melee and utacks are increased by 30%.
Oh, the choices. Let me take a few moments to see erks will be most useful in my wastend adventure. Hmm, I know I want the weight redu perks Pack Rat, Ammo Depot, and Resource Hoarder.
Left with 9 perk points, I tinued.
I definitely want Explorer for the simple fact it will let me know where most locations are. I'll also need Light Step so I avoid setting off floor-based traps and ndmines. Living Anatomy wouldn't be bad too for the information it provides on targets which I'll be able to utilize to decide if I want to take the fight or not.
That's 3 more down and 6 more perks to piow.
I'll pick Robotics Expert since I see it being very useful for taking over the RobCo Facility as well as potentially giving me more information on different robots that I may have no knowledge of.
The time to choose some bat perks has e. Now what ones do I want...
Quick Draw doesn't seem like a bad pick si bee a lifesaver in many situations. The perk I'm going to pick is gonna have to be Stonewall, because getting knocked down could potentially be the end of me, therefore that's a must-have. Moving on to my choice, I'm going to go with Adamantium Skeleton, which will increase the toughness of my bones by 50%. That's a pretty huge pertage, so hopefully if something ever pees my armor and skin, my bones will hopefully stop ahal damage.
The fourth bat perk I'm pig is one rank of Size Matters, because it will give my heavy ons a det increase in damage and accuracy. Lastly, I'm going to eltdown because if I o kill a swarm of hostiles, there is er perk than it. It's basically the energy ons version of lightning.
With my perks picked, I went over the list one more time and firmed the perk sele, quickly ging the holographic s to the skill distribution s.
Skills:
276 Skill Points Left
Barter: 106Energy ons: 108Explosives: 108Guns: 114Lockpick: 76Medie: 112Melee ons: 108Repair: 128Sce: 128Sneak: 108Speech: 108Survival: 72Unarmed: 108
Damn, that's a lot of skill points.
Spending a few seds in thought, I got on with it.
I'll fill up both lockpid survival to 100 using 52 skill points there and leavih 224 left to spend.
Ding! New PerkDing! New Perk
| Humaon Key | Requirements Lockpick 100: You've unlocked the unique ability to open any loo matter how plicated or difficult it may seem. Also, any new lock that you unlock from here on out will now grant 20 xp that will increase by 1 for every 10 additional skill points in this skill.
| Wild Man | Requirements Survival 100: For every 10 additional skill points in survival you reduce your necessary food and drink requirements by 1% also the ability to determihe general dire of things you sider valuable when out in the wild such as the dire of water, food, herbs, etc.
Awo det perks, nice.
Being able to unloy loatter how advanced aually not requiring food and water sounds pretty veo me, I'll have to throw some points into those two when I get the ce.
When I finished giving the two new perks another brief look, I moved back to deg what to put my remaining 224 skill points in.
After a bit of thought, I think I'm going t sneak and sce up to 200 and pour the rest of the remaining skill points into medie. So I extend the size of my stealth field, increase the power of mechu-deru, and increase my knowledge base even further. Lastly, having the option tee limbs in case I lose one or e across someohat needs help seems like it could be a lifesaver, though I'll probably try to stay away from most people till I have myself up and running at RobCo Facility.
Once I came to that decision, I distributed 92 skill points into sneak and 72 points into sce, bringing my remaining skill points down to 60 which I then pced into medie, bringing its total up to 172.
Looks good, but let me give it a gnce over.
A short amount of ption ter.
Alright, everything looks good. Time to finalize it and lock things in.
As soon as I pleted that thought, I wasted no time and finalized my choices, ging the holographic s again to show my stats and 10 S.P.E.C.I.A.L. points ready to be spent as I saw fit. So I did just that and put them all in luck sihat is the one S.P.E.C.I.A.L. I've yet to find a way to raise. Hopefully, I will one day.
After spending the 10 S.P.E.C.I.A.L. points I got from the Surpass Your Human Physical Limits quest, all my skills got a nice bump, with some even increasing their totals by about 20%.
Ding! New QuestsDing! New QuestsDing! New …
Oh, and several new quests to boot too, nice. Let me take a look, but I will turn in that mole rat quest first that I've been hanging on to for the st several years.
Pip-Boy
Name: Harold Todd WoodsAge: 16Height: 6 Feet 6 InchesBody Weight: 295 lbsRace: High HumanLevel: 24Experience Points: 2,950/3,650Total Experience Points Earned: 43,200Experiee: 230%Health: 1,230 | Formu: Base of 90 + (Endurance x 30) + (Level# x 20) |Healing rate: 4.2 Health a minute | Formu: 0.1 x EnduranceCarry Weight: 592.25/3,200 | Formu: 150 + (Strength x 100) |Critical ce: 50%
Resistances:Armor: Body Damage Threshold 27, Armor Damage Threshold 166, Total Damage Threshold 193Poisoance: 105% | Formu: (Endurance - 1) x 5 |Radiatioance: 44% | Formu: (Endurance x 2) |
| S.P.E.C.I.A.L. |Strength: 27Perception: 18Endurance: 22Charisma: 15Intelligence: 24Agility: 19Luck: 25
| Skills |Barter: 134Energy ons: 136Explosives: 136Guns: 142Lockpick: 128Medie: 200Melee ons: 136Repair: 156Sce: 228Sneak: 228Speech: 136Survival: 128Unarmed: 136
Skill Points Per Level Up: 24 | Formu: Base of 10 + (Intelligence x 0.5) |
Traits: |Gifted|, |Sex Appeal|, |Skilled|, |Take Another Rank 1|
Perks: |Adamantium Skeleton|, |Adeptus Meicus|, |All Seeing|, |Ambidextrous|, |Ammo Depot|, |Bulletstorm|, |Currency Maker|, |Daddy's Boy Rank 1|, |Educated|, |Energy on Fanatic|, |Explorer|, |Gotta Go Fast|, |Herculean Strength|, |High Human|, |Humaon Key|, |Human Superputer|, |Human on|, |Interaining Rank 6|, |Junk Rounds|, |Language Master|, |Light Step|, |Living Anatomy|, |Lurking In The Shadows|, |Martial on Master|, |Mechu-deru|, |Medical Genius|, |Meltdown|, |Monstrous Physique|, |Pack Rat|, |Quick Draw|, |Resource Hoarder|, |Robotics Expert|, |Silver Tongue|, |Size Matters Rank 1|, |Stimpak Addict|, |Stonewall|, |Swift Learner|, |The Power Of Atom|, |Walking Treasure Detector|, |Wild Man|
Mutations:
Gear: 10,000x 7.62 rounds, 200x .50 MG rounds, |12G Laser Pistol|, |AER 18 LMG|, |Anti-Material Rifle|, 10x |Anti-Material Rifle Magazines|, 2x |bat Knife|, |Exterminator Armor|, |Exterminator Helmet|, |Guillotine|, 100x |Med-x Syringes|, 20x |MFC Grenades|, |Mulcher|, |Mulcher Armored Backpack Magazine|, 100x |RadAway|, 5 |Serrated Spears|, 100x |Stimpaks|, |War Belt|
Loot: 500,000 7.62 rounds, 20,000 .50 MG rounds, 100 Anti-Material Rifle Magazines Assortment Of Automated Manufacturing Maes, 1 Big Book Of Sce, Bck Alty, Bck Hardened Metal Armor, 10,000 Bottles Of Modified Buffout, 1,000 Food Stuffs, 10,000 Med-x Syringes, 250 MFC Grenade, 20,000 Microfusion Breeder Cells 100,000 Microfusion Cells, 4 Mulcher Armored Backpack Magazines, 10,000 RadAway, 100,000 Stimpaks, 4257 Duct Tape, 25,815 Scrap Eleics, 154,821 Scrap Metal, 6,892 Wlue, 724,892 Other Misc. Stuff.
Robots: Hauling Bots 5, 2 Mining Bots, Sentry Bots Gatling Laser Variants 2, Worker Bots 40
Quests: 0 Ready to turn in, Many in progress, 5 pleted
Quests In Progress:
| Save dad | Objectives: Prevent the death of your father, James Watson Woods. Rewards: New Perk? and 5,000 exp.
| Take Over The RobCo Facility | Objectives: Clear out all hostile forces a up shop. Rewards: Perk RobCo Certified, 5 Sce Points, 2,000 exp.
| Undegrounder | Objectives: Clear all metros of hostiles and take trol of them. Rewards: Perk Mole People, 20,000 exp.
| Such Wealth | Objectives: Obtain 100,000,000,000 caps worth of assets by any means necessary. Rewards: New Perk?, 1,000,000 exp.
| Take Over Raven Rock | Objectives: Gain full trol of the Raven Rock Bunker and eliminate all hostile forces. Rewards: Perk Encve Secrets 100,000 exp.
| Orbital on Acquisition | Objectives: Find a way to gain access and trol over the many orbital on ptforms across the Uates. Rewards: Perk Hand Of God, 25,000 exp.
| To The Void | Objectives: …
| Yer A Wizard …
Other Statistics:Kill ter: 462Animals Killed: 462
Holy shit, what a massive improvement. Just look at those stats, and those new quests are pretty nuts too. Definitely won't be pleting those anytime soon.
I gave my Pip-Boy s another s and couldn't help but feel incredibly satisfied from all the hard work I put ihe years.
...
Well, I think I've done everything that o be dht now in my Pip-Boy, so it's time I get a move on since I have a big day ahead of myself.
After giving my status a few mnces, I exited out of my Pip-Boy s resuming time once again where I was then immediately overwhelmed by such a colossal amount of information and all sorts of different feelings throughout my body that I passed out instantly.