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(updated December 09, 2013)

Arwen's NV Realism Tweaks
Hard-Core Quest Details

Hard-Core Intro | Skill Points | SPECIALs | Skill Books | Character Builds | LUCK | Gender Bonuses | Bartering | Repair | Perks

Note: the details in this section has been updated to version 5.0 of my mod, so much of the information here will not be accurate if you are using an older/outdated version.
Reduces the Abundance of Loot (Makes most essential survival items much more scarce. My original Hard-Core module was actually named "Less is More," because this was one of my main goals.):
- My global modifiers were applied  to Leveled Items in order to reduce the amount that are randomly added to containers:
- Less free ammo just lying around (bullets, clips, energy cells, electron charge packs, microfusion cells, and flamer fuel)
- Less free weapons (guns, melee weapons, energy weapons, grenades, and mines)
- Less free food, drinks (including bottled water) currency, and caps.
- Less free chems and other medical supplies (including stimpaks).
- Less Armor and Helmets just lying around, waiting for you to take them.
- You may now have to resort to using melee weapons, as you will now have to conserve your ammo, for when you really need it.
- You may now have to actually spend your caps to buy things like weapons, ammo, armor, medical supplies, and food.
- Your LUCK now has a major impact on how much spawn loot you will find (so don't forget LUCK when you distribute you SPECIAL points).  This is base on your Permanent Luck stat, and only changes if your Permanent Luck changes.
- The Respawn Rate was reduced and it is now random (between 4 and 8 game days).  In the default game it was set to 3 days (72 game hours), so with the default 30 Timescale respawns occurred every 2.4 hours that you play the game (since a game day lasts only 48 minutes). My random Respawn Rate is reset every time that you level up, which makes your game less predictable.

Radically Changes Skill & Stats:

This following sections is where you can find the complete details for the Skills portion of my Hard-Core Quest. My mod radically changes the default point distribution of skills and stats, the way skill books work, and most of the default Perks (plus I added a few new unique perks). Hopefully this will aid you in planning out your character builds.

Page Index | Intro | Skill Points | SPECIALs | Skill Books | Character Builds | LUCK | Gender Bonuses | Bartering | Repair | Perks

Derived Skill Points

Modified the Skills formula, to initially reduce the amount of player skill points. So don't panic if you have less skills with my mod installed, as this is suppose to happen. This was done to balance out game play by keeping the game more challenging, even at higher levels.


- You will start out with roughly 50% less points for all skills (including your Tagged Skills).
- The SPECIAL linked multiplier is 2 (default); the linked Skill is increased by 2 points for each SPECIAL point
- The number of points of LUCK no longer factors into any bonus skill points.
- Tag Skills only gain 5 bonus points over other skills (default was 15)

(See Character Build Section for more on Initial Skill Points.)


You now receive 5 less skill points to distribute at level up (default was 10 base points + INT/2).

The base amount of skill points to distribute at level up was reduced by 6 points. In the default game you receive 10 base points, plus half your Intelligence points (10+INT/2).  If you have an odd number of INT points, the INT bonus is rounded up at Even Levels and rounded down at Odd Levels.  With my mod, the equation is now (4 base points + INT/2).

To balance this out a bit, your Tag Skills will now increase 50% faster.  On Even Level Ups, spending points on them is the same as spending points on your other skills . . . your skill increases by 1 point for every point you spend on them.  But on Odd Level Ups, your Tagged Skills receive a 2X multiplier . . . increasing by 2 points for every skill point you spend on them.

I view Tagged Skills as abilities that you are naturally good at, so I didn't like how the default game just gave you a big initial +15 point bonus for your innate abilities, and then they progressed at the same rate as your regular skills.  In a RPG, Leveling Up (with its skill points rewards) simulates the improvement of skills as you progress. So I gave your Tagged Skills a moderate +5 point starting bonus (giving them an average of 50% more points than your other skills); but my Tagged Skills continue to receive their 50% bonus throughout the entire game (until you max them out) . . . providing that you invest the same number of point in them as you invest in your other skills when you Level Up.

The net result is that skill points are now more important, and Tagged skills have even greater importance.

Arwen Note: Plus My XPR Multiplier slows down how fast you level up by globally reducing ALL experience points rewards.  Your current total XPR will NOT be reduced . . . just the amount of points you receive from this point forward.  This is initially set to 20% (1/5th default amount), but is easily changed in my in-game Options Menu (from 5% to 100%).

Page Index | Intro | Skill Points | SPECIALs | Skill Books | Character Builds | LUCK | Gender Bonuses | Bartering | Repair | Perks
Default SPECIAL Points:
- Initial number of points = 40
- Each of the 7 stats requires a minimum of 1 point (using up 7 points, that the player cannot move).
- The player distributes the other 33 points.
- Since an average character would have exactly 5 points per stat; you ALWAYS begin the game with an "above average" character, with an average of 5.7 points per stat (40/7).
- For example: a character could have 2 stats with 5 points each, and 5 stats with 6 points each.
Tweaked SPECIAL Points:
- Initial number of points = 35
- Each of the 7 stats requires a minimum of 1 point (using up 7 points, that the player cannot move).
- The player distributes the other 28 points.
- You begin the game with an "average" character, with an average of exactly 5 points per stat (35/7).
- For example: a character could have 2 stats with 4 points each, 2 stats with 6 points each, and 3 stats with 5 points each.

Page Index | Intro | Skill Points | SPECIALs | Skill Books | Character Builds | LUCK | Gender Bonuses | Bartering | Repair | Perks
Skill Books & Magazines

The default NV Skill Books made it too easy to advance my skills, way too fast. But Books are an important part of the game, since so much knowledge has been lost since the war. So my mod doesn't eliminate Skill Book rewards . . . it just reduces the amount of skill points you can gain from them. (Plus with my reduced Derived Skills, these are a LOT more necessary now.)

Default Skill Books
+3 skill points for every skill book read.
Comprehension perk gives +1 additional skill point when you read a skill book.
  Books are consumed when you use them
Tweaked Skill Books:
  +2 skill points for every skill book read
  Educated Perk gives +1 addition skill point when you read a skill book (require 6 Intelligence).
  Books are not consumed when you use them, but are replaced with a "Read" version, with a lower value that you can sell or collect.

The Educated Perk: It pays to stay in school. Being educated enables you to learn more when you read books . . . you gain one additional point from skill books. (You only gain the bonus point when reading a Skill Book, while your Intelligence is at least 6.)

There are also Skill Magazines, which temporarily raise the related skill, but soon wears off. There are a total of 213 skill magazines placed in the game (loot) and some merchants also sell them. The effects of skill magazines do not stack . . using two copies of the same magazine results in the same number of skill points as using just one copy.

Default Skill Magazines:
+10 skill points, which wears off after  60 seconds.
Educated Perk gives +10 additional points (20 points total).
  Retention Perk bonuses last three times as long . . . for 3 minutes.
Tweaked Skill Magazines:
  +5 skill points, which wears off after 90 seconds.
  Comprehension Perk gives +5 additional points (10 points total).
  Retention Perk bonuses last twice as long . . . for 3 minutes.

The Comprehension Perk: you gain double the bonus from reading magazines (from 5 to 10 points).

Page Index | Intro | Skill Points | SPECIALs | Skill Books | Character Builds | LUCK | Gender Bonuses | Bartering | Repair | Perks
Character Builds (The effects of using my Realism Tweaks)

Arwen Note: When you use my Realism Tweaks, you may find that you now need to rethink your character builds. My changes to stats, traits, and perks are pretty extensive, and they will have a major impact on the way your skills and stats now affect your game play. Plus your stats will  now have a much bigger impact on your character's abilities. You'll discover that every single stat point is now much more important.

s.p.e.c.i.a.l. Linked Skills Other Effects
Strength Melee Weapons Carrying Capacity (see Gender Bonuses)
Perception Energy Weapons
Compass markings; Higher PER = awareness of threats from further away. Some Perks require a minimum PER (see Perks section)
Endurance Survival
Base Health: (see Gender Bonuses)
Charisma Barter & Speech Buying price (see Barter section)
Intelligence Medicine & Science
& Repair
Many Perks require a minimum INT (see Perks section)
[Note: also true for all other SPECIALs, where Perks often require a minimum amount]
Agility Small Guns & Sneak Action Points: 1 AGL = 21 AP; 6 AGL = 60 AP; 10 AGL = 110 AP
Plus my Dynamic Jump script, calculates how high and how far you can jump, based on your Agility (and on how Encumbered you are).
Luck Improves Critical Chance with all weapons (default).
Your LUCK now has a major impact on how much spawn loot you will find.
Initial Skill Points:
- Regular Skills: For each point in a SPECIAL Primary Statistic, the linked Skill is increased by 2 points.
Example: with 4 Charisma, Barter = 8 [4 * 2]
- Tagged Skills gain 5 additional points. (Note: later on, when you level up, you'll get 5 less skill points to distribute, but you will now gain 2 points for every one that you put in a Tagged skill.)
Example: if Medicine is a Tagged Skill, 6 Intelligence would result in Medicine = 17 [(6 * 2) + 5]

New TRAITS (includes default traits that I changed)
Most of these are Fallout 2 Traits (including one that I tweaked quite a bit), and the rest are my own unique Traits. There are only 11 Traits in the original game, and not all of them worked well with my Tweaks. My new Traits were picked (or designed) to expand character build diversity, in a way that will have a major effect on your game play (especially early in the game). I also changed the Small Frame Trait, to match the FO2 version (since my mod already made it easier to get crippled limbs).

 Small Frame "You are not quite as big as other people, but that never slowed you down. You can't carry as much, but you are more agile."

+1 Agility, but 25% less Carrying Capacity
default NV Trait, but changed to the Fallout 2 version

Note: The 25% less Carry Capacity is take AFTER my Hard-Core reduction (see Gender Bonuses). The +1 Agility is a pretty nice bonus, but make sure that you can live with (what ends up being a GREATLY) reduced Carrying Capacity.

Bruiser "A little slower, but a little bigger. You may not hit as often, but they will feel it when you do!"

+2 Strength, but -25 Action Points
Fallout 2 Trait that I did not alter

Gifted "You have more innate abilities than most, so you have not spent as much time honing your skills."

+1 All SPECIALs, but -10 All Skills
Fallout 2 Trait that I did not alter. 

Jinxed "The good thing is that everyone around you has more critical failures in combat, the bad thing is - so do you!"

Fallout 2 Trait that I did not alter

One Hander "You are very good with one-handed guns, but are not so good with two handed guns."

1-Hand Bonus: +15 Guns and +20% hit chance. 2-Hand Penalty: -10 Guns and -25% hit chance.
Fallout 2 Trait, but with my own unique twist 

Basic Needs "You know what it takes to survive, so you focused on improving the skills that will give you the best chance."

+5 Barter, Guns, Medicine, Sneak, and Survival, but -3 to all other skills.
My own unique Trait 

Determined "You have less innate abilities than most, but you are not about to let that hold you back, so you have worked very hard at honing your skills."

+5 All Skills, but 3 less SPECIAL points to distribute
My own unique Trait (similar to Fallout 2 Skilled trait) . . the opposite of Gifted. 

Lone Survivor "You've been on your own so long that you've become very self-sufficient in the wilds. But you're not so good at the social skills, and your book learning is a bit lacking."

+10 Survival and +5 Medicine, but -10 Speech and -5 Science
My own unique Trait



In the default game, LUCK only affected your critical chances with weapons, and increased the amount Skill points your received when you leveled up (one additional skill point for every point of LUCK). I didn't change the way LUCK affects critical chances, but I did remove the additional skill points for each point of LUCK (as part of my Derived Skill Points overhaul).  But I wanted LUCK to be an important stat, so my solution was to use the player's LUCK to affect the amount of spawned items they would find.

My Global Multipliers reduce the amount of spawned loot, but then your LUCK increases this reduced amount by 0% to 45%, and "Chance None" now ranges from 10% to 95% (was 0 to 100%).  Ok, so unless if you've spent a LOT of time analyzing FNV's Leveled Lists, like I have (I really need to get out more), this may not mean all that much to you.  So I'll explain it using money, or rather bottle Caps (which is the Wasteland currency):

Luck Increases the Amount of Found Loot
Stuff like caps, ammo, weapons, healing (and other) chems, food, drinks (including water and liquor)
LUCK If 100 items (like Caps) are set to spawn in a container:
1 You'll find 0 to 35 caps (depending on which of my global modifiers was used: ArwenMult10 to ArwenMult80)
2 You'll find 5 to 40 caps (ArwenMult10 to ArwenMult80)
3 You'll find 10 to 45 caps (ArwenMult10 to ArwenMult80)
4 You'll find 15 to 50 caps (ArwenMult10 to ArwenMult80)
5 You'll find 20 to 55 caps (ArwenMult10 to ArwenMult80)
6 You'll find 25 to 60 caps (ArwenMult10 to ArwenMult80)
7 You'll find 30 to 65 caps (ArwenMult10 to ArwenMult80)
8 You'll find 35 to 70 caps (ArwenMult10 to ArwenMult80)
9 You'll find 40 to 75 caps (ArwenMult10 to ArwenMult80)
10 You'll find 45 to 80 caps (ArwenMult10 to ArwenMult80)

Note: The default Level Lists are pretty messed up, where NPCs weapons are randomly mixed in with the found spawn loot.  To make matters worse, many of the Level Lists include other nestled lists that make it nearly impossible to figure out which NPCs are being affected when a Level List is being altered. My Realism Tweaks reduces the amount of found loot, based on your Luck stat. If your Luck is very low (like 3), there's a very good chance that some of the NPCs will not have their default weapon. And even when your Luck is average (5), there's still a chance that this will happen.

I pretty much fix this in v.2.3, by removing my Luck chance modifiers from all the weapons that had a default 0% Chance None (meaning these weapons will always spawn again, no matter how low your Luck). So the NPCs should again have their correct weapons, but these weapons will now be much more abundant than they were in my earlier versions.

Gender Bonuses:

I understand that some people may view my gender bonuses as sexist, and not want to use my mod because they feel strongly that males and females should be totally equal.  Well, I happen to strongly agree . . . but there is a difference between being equal and being exactly alike. I was a collegiate athlete: a member of the Woman's Volleyball Team (an all-female team) at my junior college, and a member of a nationally-ranked Sailing Team (a coed team, which was 2/3 male).  So I know from personal experience that there are noticeable differences in how we perform. Note that I am only talking about general trends here.  For example: There are plenty of individual women who are stronger than many individual men, but the average female is not as strong as the average male . . .  that's just a statistical fact.  And when I wrote "in how we perform," I mean that males tend to be better at doing some things (such as in areas that involve strength), while females tend to be better at doing other things (such as in areas that involve flexibility).  Again, the key words here are "tend to be better," as there are many exceptions.

The reason that I decided to add gender bonuses to my mod was that I wanted to increase the differences between character builds, which I felt was extremely weak in the default game.  My mod has made stats and skills a MUCH greater factor in how your game plays out, but other than a few basically equal gender-specific perks, and a few differences in pronouns (which are occasionally incorrect), there was practically no difference between playing as a female character, and playing as a male character (other than the obvious appearance differences).  Yet gender differences are present in many other RPGs, including The Elder Scrolls RRGs (Daggerfall, Morrowind, and Oblivion). 

Please understand that I am doing this in the spirit of the game and even though I've tried to add differences that make sense, I'm not totally serious about all of my gender bonuses . . . some were done more to keep the two genders balanced, than to reflect any real life differences.  For instance, I gave females a Barter bonus because "girls are more into shopping" . . . the REAL reason is that I needed a way to balance out the Strength bonus that I gave the guys, and this was the best I could come up with (and it does do a decent job of balancing out things).  My gender differences do not really limit your character all that much, because the differences can be mostly overcome just by distributing your SPECIAL points a bit differently, depending on the gender of your character.

Note: my Gender Differences are only present if you have my "More Difficult Hard-Core" setting enabled (in my Options Menu). This is my default setting, but if you change this to "Less Difficult Hard-Core,"the settings for Carrying Capacity, Endurance, Barter, and Self-Repair will be a bit more lenient, and will be the same for both genders (only the gender differences for the two perks will remain).

Female Bonuses: (bonuses you receive when your character is female)
- Endurance: females now have 10 more Hit Points (HP) than males (for equal END).
  1 END: females = 90 HP; males = 80 HP [Less Diff. HC = 100 HP; default = 120 min. (+10 points/ level, above level 1)]
  4 END: females = 150 HP; males = 140 HP [Less Diff. HC = 160 HP; default = 180 HP at Level 1]
  5 END: females = 170 HP; males = 170 HP [Less Diff. HC = 180 HP; default = 200 HP at Level 1]
  6 END: females = 200 HP; males = 185 HP [Less Diff. HC = 175 HP; default = 220 HP at Level 1]
  8 END: females = 230 HP; males = 220 HP [Less Diff. HC = 240 HP; default = 260 HP at Level 1]
  10 END: females = 270 HP; males = 260 HP [Less Diff. HC = 280 HP; default = 300 HP at Level 1]
- Barter: females receive a 10% sell bonus over males (for equal Barter skill ).
  (see Barter section below for more details)
Male Bonuses: (bonuses you receive when your character is male)
- Strength: males receive a 5 pound capacity advantage over females for each STR point (results in a 5 to 50 pound bonus).
  1 STR: male = 65 pounds; female = 60 [Less Diff. HC =  70; default = 160]
  4 STR: male = 110 pounds; female = 90 [Less Diff. HC =  130; default = 190]
  5 STR: male = 125 pounds; female = 100 [Less Diff. HC =  150; default = 200]
  6 STR: male = 140 pounds; female = 110 [Less Diff. HC =  170; default = 210]
  8 STR: male = 155 pounds; female = 115 [Less Diff. HC =  210; default = 230]
  10 STR: male = 200 pounds; female = 150 [Less Diff. HC =  250; default = 250]
- Barter: males receive a 5% buy bonus over females males (for equal Barter skill )
- Repair: males' repair limit is higher than their repair skill (female's repair limit is exactly the same as their repair skill).
  [see Repair section below for more details]
Perk Gender Bonuses:
- Strong Back: Females +10 lbs carrying capacity/rank (+30 total); Males +15lbs carrying capacity/rank (+45 total).
- Life Giver: Female: +15 additional HPs/rank (+45 total); Male: +10 additional HPs/rank (+30 total)

Page Index | Intro | Skill Points | SPECIALs | Skill Books | Character Builds | LUCK | Gender Bonuses | Bartering | Repair | Perks

Bartering and Repair


In the default game, it is way too easy to soon have an abundance of caps . . . to the point that you no longer have to worry about being able to afford more than enough supplies. Most food, weapons, and ammo are very easy to come by, as you can literally just pick them up everywhere for free.

The "Less" part of my mod greatly reduces these loot items, but it was still way too easy to get wealthy, so I totally overhauled the Wasteland economic system.

1.) First of all, I decreased the values of some items individually (such as some of the armor and weapons).

2.) Then I increased the way that the condition of armor/clothing and weapons alters its value, which means their values drop more rapidly as their condition deteriorates.

3.) Then I rebalanced the way your Bartering skills affect how much you will receive for all items or have to pay for them.

The combination of 1, 2, and 3 should greatly reduce the speed of quick wealth from selling valuable items. You now have to pay a heavy markup to purchase goods, and merchants will only be willing to give you a fraction of what an item is worth (you'll never receive more than 80% of their value). This may seem like pretty unbalanced Wasteland economics, but it works pretty well in practice.

And there's one more thing. Since we all know that females tend to be much more into shopping (plus the fact that most of the merchants are male), I decided that it made sense to give the girls a 5% net Barter bonus (for the same Bartering skill) . . . females receive 10% more than males for the items they sell, but to balance things out, males pay 5% less for the items they purchase. [Note: this is part of my gender bonuses/penalties, which is not meant to be taken seriously . . . just to expand character builds, so that your character's gender actually has some real impact on your game play.]

Buying price (for an item with a value of 100 caps):
  Skill More Diff HC Female More Diff HC Male Less Diff HC Default game
  10 Barter 215 caps (115% mark up) 210 caps (110% mark up) 203 caps (103% mark up) 150 caps (50% mark up)
  25 Barter 200 caps (100% mark up) 195 caps (95% mark up) 180 caps (80% mark up) 144 caps (44% mark up)
  50 Barter 175 caps (75% mark up) 170 caps (70% mark up) 155 caps (55% mark up) 133 caps (33% mark up)
  75 Barter 150 caps (50% mark up) 145 caps (45% mark up) 130 caps (30% mark up) 122 caps (22% mark up)
  100 Barter 120 caps (20% mark up) 115 caps (15% mark up) 105 caps (5% mark up) 110 caps (10% mark up)
Selling price (for an item with a value of 100 caps):
  10 Barter 26caps (26% of value) 16 caps (16% of value) 36 caps (36% of value) 49 caps (49% of value)
  25 Barter 35 caps (35% of value) 25 caps (25% of value) 45 caps (45% of value) 56 caps (56% of value)
  50 Barter 50 caps (50% of value) 40 caps (40% of value) 60 caps (60% of value) 68 caps (68% of value)
  75 Barter 65 caps (65% of value) 55 caps (55% of value) 75 caps (75% of value) 79 caps (79% of value)
  100 Barter 80 caps (80% of value) 70 caps (70% of value) 90 caps (90% of value) 90 caps (90% of value)


Gender Bonus: Males' repair limit is higher than their repair skill (female's repair limit is exactly the same as their repair skill). If you have enabled "Less Difficult Hard-Core," your repair settings will be at my male settings. The following percentages are not necessarily accurate for all self repairs, but should give a rough representation of these changes:

10 Repair:  male = 28%; female = 10% [Default = 46%]
20 Repair: male = 36% female = 20% [Default = 52%]
50 Repair: male = 60% female = 50% [Default = 70%]

Added since v.5.0: your Intelligence stat is also factored in when doing self repairs. And your Barter skills are factored in when merchants are repairing your gear.

Page Index | Intro | Skill Points | SPECIALs | Skill Books | Character Builds | LUCK | Gender Bonuses | Bartering | Repair | Perks
Perks: Details on Changes & Additions

Arwen Note: To fully understand my perk changes, you need to understand the difference between Perk requirements and a condition that is attached to a perk skill bonus. The Perk requirements just prevent you from taking that perk until you meet the minimum requirements.

For instance, with the Finesse Perk, the requirement is that your character is at least at Level 10, and has a minimum of 6 Agility, and your Strength cannot be greater than your AG (the stat requirements are based on your Permanent Actor Value). Once you meet the requirements and take the Perk, you never lose the perk. But you can temporarily lose one or more of the skill bonuses that the Perk gives you, when you fail to meet any conditions that are attached to it (which are based on the Current Actor Value for that skill). So, even though your Permanent Actor Value for AG might be 7, if your current AG is damaged/reduced so that it is currently lower than 6, you will no longer receive the Actor Effect bonus (+5% increase to Critical Chance), until your current AG is back up to 6 or higher.

Green Color = default FormID
Blue Color = default Minimum level for perk
[4] =
Default minimum level of perk
Brown Color =
what I have changed

With my Realism Tweaks you get to pick a perk at every level [default game is every other level] . . . this is offset by my increase requirements for most perks, along with my reduced bonuses for some of the overpowered perks.

Regular Perks (88): Only regular perks may be selected during level up. Other types of perks are granted through completing various tasks, and do not count against the limit of regular perks.

Default Editor ID Perk Requirements Bonuses (and Conditions) Ranks (and notes)

Minimum Level 02:

  Black Widow Female; CH 6 +10 damage against male opponents.
(until your CHR drops below 6.)
1; +unique opposite sex dialogue options
  Cherchez La Femme Female; CH 6 +10% damage against female opponents
(until CHR drops below 6)
1; +unique opposite sex dialogue options
[4] Comprehension IN 5 Doubles the skill points from reading magazines (from 5 to 10 points) 1
  Confirmed Bachelor Male; CH 6 +10% damage against male opponents
(until CHR drops below 6)
1; +unique opposite sex dialogue options
NEW Fix It IN 6 +10 repair/rank/rank 3 (+10 points/rank)
  Friend of the Night PE 6 OR Sneak 30 Permanent Low-Light Vision 1
NEW Good Whack ST ≤ 5 (only for actors with lower strength) +5 points Melee/rank
3 (+5 points/rank)
  Heave, Ho! ST 6; Explosives 30 Thrown weapons fly 50% farther and faster (until ST drops below 6, or Right Arm is crippled). 1
  Lady Killer Male; CH 6 +10% damage against female opponents
(until CHR drops below 6)
1; +unique opposite sex dialogue options
NEW Medic IN ≤ 5 (only for actors with lower intelligence) +5 points Medicine/rank
3 (+5 points/rank)
NEW Petty Thief IN 5; PE ≤5 (for actors with lower perception) +5 points Lockpick/rank
3 (+5 points/rank)
  Rapid Reload AG 6, Guns 30 or EW 30 All of your weapon reloads are 25% faster than normal
(until your AG drops below 6.)
NEW Speech Class CH ≤ 5 (only for actors with lower charisma) +5 points to the Speech/rank
3 (+5 points/rank)
NEW Basic Skills EN ≤ 5 (only for actors with lower EN) +5 points to Survival/rank
3 (+5 points/rank)
  Swift Learner IN 6 You gain an additional 10% whenever experience points are earned. 3; (+10% XPR/rank)
NEW Target Practice AG ≤ 5 (only for actors with lower agility) +5 points to Small Guns/rank
3 (+5 points/rank)

Minimum Level 03:

[4] Educated IN 6 You gain one additional point from skill books. (But only while your Intelligence is at least 6.) 1
[2] Hunter Survival 30 In combat, you do 50% more critical damage against animals and mutated animals. 1
[8] Pack Rat IN 6; ST ≤ 5 Items that weigh 2 lbs or less now weigh half as much, until your ST increases > 5, or your IN drops < 6. 1; (Reserved for lower strength characters.)
[8] Quick Draw AG 5 Equipping and holstering weapons is 30% faster, until your Agility drops below 5. 1
[2] Retention IN 6 Skill Magazines bonuses last twice as long (from 90 to 180) 1
[4] Run 'n Gun Guns 35 or EW 35,
Reduces penalties with one-handed guns while walking or running (until your AG drops below 5). 1

Minimum Level 04:

  Entomologist IN 6 AND Survival 40 Additional 50% damage every time you attack a mutated insect, until your IN drops below 6. 1
  Travel Light Survival 40 AND AG 6 While wearing light armor or no armor, you run 10% faster, until your AG drops below 6. 1

Minimum Level 05:

[8] Strong Back EN 6 Females +10 lbs carrying capacity/rank (+30 total)
Males +15lbs
carrying capacity/rank (+45 total).
3; Gender Bonuses
[6] Vigilant Recycler IN 6, Science 60 Energy Weapons: more likely to recover drained ammo. More efficient recycling recipes at workbenches, until your IN drops below 6. 1

Minimum Level 06:

  Bloody Mess ST 6; AG 6 +10% overall damage (as long as both Strength and Agility are at least 6), more violent death animations. 1
  Ferocious Loyalty CH 6 When you drop below 35% HP, companions gain DT 1
  Fortune Finder LU 5 More bottle caps will be found in stockpiles. The higher your Luck stat, the more caps you will find. 1
  Gunslinger AG 6 More accuracy in V.A.T.S. with one-handed weapons (until your AG drops below 6.) 1
  Hand Loader IN 6, Repair 60 Using Guns: more likely to recover cases & hulls. Unlocks all hand load recipes at reloading benches, 1; until your IN drops below 6
[4] Rad Child Survival 70 The more irradiated you are, the bigger the bonus to your healing. 1
  Shotgun Surgeon Guns 45; AG 6 Using shotguns: regardless of ammunition used, - 10 points off target's DT, until your AG drops below 6. 1
  Toughness EN 6 +3 DT/rank, until your EN drops below 6. 2

Minimum Level 07:

[6] Demolition Expert PE 6, Explosives 50 +15% damage with explosives, until your PE drops below 6 3
[6] Lead Belly EN 6, Survival 40 30% less radiation taken from food and water sources 1
[10] Nerd Rage! IN 6, Science 50, ST ≤ 5 +15% DT and Strength increased to 10 when health is 25% or lower, only while your Strength is 5 or less 1
[10] Night Person IN > EN; PE > EN  +2 Intelligence and +2 Perception between 7:30 pm and 5:30 am (but EN must be  lower than IN & PE) 1; Reserved for non-athletic characters
[8] Terrifying Presence CH 6, Speech 50 Can intimidate foes through dialogue; closing dialogue results in the foe fleeing for 5 seconds. 1
[6] The Professional Sneak 70 Sneak attack criticals with revolvers, pistols, and submachine guns all inflict +25% more damage. 1; added 10mm, 10mm SMG, and That Gun

Minimum Level 08:

[4] Cannibal none Sneak mode: option to eat human corpse to regain 20 hit points (and 15 hunger, 5 Rads), but -2 Karma. 1
  Commando Guns 35, AG 6 +25% accuracy in VATS with two-handed weapons 1
  Cowboy Guns 45, Melee 45 +20% damage done by dynamite, hatchets, knives, revolvers, and lever-action guns. 1
  Scrounger LU 6 Considerably more ammo in stockpiles, based on your current Luck stat 1


Intense Training EN 6 OR IN 6 You can put a single point into any of your SPECIAL attributes. 2 (+1 point/rank)
  Stonewall [changed in Realism Core] ST 6, EN 6 +5 DT against melee and unarmed attacks; you will be harder to knock down during combat. Whack Effect: -10% dam to your Fatigue
  Super Slam ST 6, Melee Weapons 40, Unarmed 40 All melee (except thrown) and unarmed attacks have a chance of knocking your target down. 1

Minimum Level 09:

[16] Action Boy Male, AG 6 +20 Action Points per rank (unless your Agility drops below 7). 2
[16] Action Girl Female, AG 6 +20 Action Points per rank (unless your Agility drops below 7). 2
[8] Living Anatomy IN 6, Medicine 60 Shows health and DT of any target. +5% bonus to damage against humans and non-feral ghouls. 1; Ability is temporarily lost if your IN < 6
[8] Rad Resistance EN 7 OR Survival 50 +25% Radiation Resistance permanently. 1

Minimum Level 10:

  Animal Friend CH 6, Survival45 Hostile animals become friendly. 1
  Finesse AG 6; ST ≤ AG +5% Critical Chance, but your AG must be at least 6, and your ST cannot be greater than your AG. 1
  Here and Now [changed in Realism Core] none You instantly level up again. (Works with my Realism Core's XPR Mult)  


Hit the Deck [changed in Realism Core] Explosives 70 + 50% DT against explosives. If Blast Effect is enabled: 20% less Fatigue damage 1;
  Math Wrath Science 70 OR IN 7 Reduces all AP costs by 10%. 1
  Miss Fortune LU 6 Chance that Miss Fortune will incapacitate a target in VATS (until your Luck drops below 6). 1
  Mysterious Stranger LU 6 Chance that the Stranger will finish off a target in VATS (but only when your Luck is 6 or higher). 1
  Plasma Spaz PE 6, EnergyWeap 55 Damage from all plasma weapons are increased by 15% (until your PE drops below 6). 1
[16] Weapon Handling ST < 10 Weapon ST requirements are now 2 points lower than normal for you. 1

Minimum Level 11:

[12] Center of Mass Guns 60, AG 6 In VATS, you do an additional 15% damage when targeting the torso (until AGL drops below 6). 1
[12] Life Giver EN 6, Medicine 40 Female: +15 additional HPs/rank (+45 total)
Male: +10 additional HPs/rank (+30 total).

[Note: these are constant bonus points. When you are at full health, you will exceed your Permanent Health by this amount.]
3; Gender Bonuses
[10] Mister Sandman AG 6, Sneak 60 Can instantly kill a sleeping NPC, and earns +10 XP (unless your AG drops below 6) 1
[12] Piercing Strike Unarmed 60, ST 6 All your unarmed and melee attacks negate 10 points of DT (until your ST drops below 6). 1
[12] Sniper PE 7, AG 6 More likely to hit the target's head in VATS (until your PE drops below 7).  

Minimum Level 12:

  Ghastly Scavenger Cannibal perk Sneak mode: eat super mutant or feral ghoul corpse to regain 30 HP, 30 hunger, 10 Rads, but -2 Karma. 1
  Long Haul EN 6, Barter 70 Being over-encumbered no longer prevents you from using fast travel (but health must be at least75%). 1
  Pyromaniac EnergyWeap 50, 6 PE +30% damage with fire-based weapons, until your PE drops below 6. 1
  Robotics Expert IN 6, Science 50 +25% damage to robots, can shut down robots by sneaking up on them; +2 XPR. 1; (Until your IN drops below 6).
  Splash Damage 6 PE, Explosives 70 Dynamite, Frag and Plasma Grenades do +20% DAM, but only while your PE is at least 6. 1

Minimum Level 13:

NEW Animal Ally CH 7, Survival 55 With this perk, animals are will come to your aid in combat (but never against another animal). 1; formerly Rank 2 of Animal Friend perk
[12] Silent Running AG 7, Sneak 50 Running no longer factors into a successful sneak attempt (until AGL drops below 7). 1
[12] Unstoppable Force ST 7, Melee Weapons 70 +50% DAM through enemy blocks with melee and unarmed attacks, until your Strength drops below 6. 1
[18] Computer Whiz IN 7, Science 60 Can hack a locked down terminal with four more chances (until your Intelligence drops below 7). 1
[18] Infiltrator PE 7, Lockpick 60 Can pick a broken lock with one more bobby pin (until your Perception drops below 7). 1

Minimum Level 14:

  Adamantium Skeleton Science 50 Damage taken by limbs reduced by 50%. 1
  Chemist Medicine 60 Chems last 50% longer. 1
  Jury Rigging IN 6, Repair 80 Repair any item using a roughly similar item (until your Intelligence drops below 6). 1
  Light Step PE 6, AG 7 Floor traps or mines will not be set off, unless your Agility drops below 7. 1
  Purifier ST 6, Melee Weap 60 + 50% DAM with melee & unarmed weapons against centaurs, nightstalkers, spore plants, spore carriers, deathclaws, super mutants, and feral ghouls 1; (until your ST drops below 6).

Minimum Level 15:

[16] Chem Resistant IN 6, Medicine 55 Half as likely to get addicted (as long as your Intelligence does not drop below 6). 1
[18] Concentrated Fire PE 6, Energy Weap 60, Guns 60 More accuracy in VATS with every attack on a given body part queued 1; (until your PE drops below 6).

Minimum Level 16:

  Better Criticals PE 6, LU 6 +50% chance of scoring a critical hit  (until your LU < 6); +25% DAM bonus with every critical hit (until your PE < 6). 1
  Meltdown PE 6, Energy Weap 80 Foes killed by your Energy Weapons emit a corona of harmful energy, only when your PE is 6 or higher 1
  Tag! IN 6 4th "tag" skill; instantly raised by the Tag point amount (6 points) 1

Minimum Level 18:

  Paralyzing Palm EN 6, Unarmed 60 Can paralyze for 30 secs with VATS unarmed attack 1
[20] Ninja ST 6, Melee Weap 75, Sneak 75 +50% critical chance with melee & unarmed weapons, +25% DAM with melee/unarmed sneak attack critical. 1; (Bonuses are only applied when your Strength is 6 or higher.)
[22] Laser Commander PE 6, Energy Weap 80 +15% DAM; +10% extra chance to critically hit with any laser weapon. 1; (Bonuses only when PE is 6 or higher.)
[22] Nuka Chemist Science 75 Unlocks special Nuka-Cola recipes at the Workbench 1
[28] Rad Absorption EN 7 -1 Rad every 20 seconds, but only while your Health is 50% or greater. 1

Minimum Level 20:

  Explorer PE 6 All locations are marked on your map. 1
  Grim Reaper's Sprint AG 6 A kill in VATS restores 30 AP immediately, as long as your agility is at least 6. 1
[26] Nerves of Steel AG 7 15% Faster AP regeneration, as long as your agility is at least 7. 1
[24] Slayer AG 7, Unarmed 75, Melee Weapons 75 The speed of your melee and unarmed attacks is 25% faster, as long as your agility is at least 7. 1
  Solar Powered EN 7 +1 Strength and Regen, +1 HP every 10 seconds (up to 60% Health) while outside, from 6am. to 6pm 1


Spray n Pray none Your attacks do 50% less damage to companions. 1

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