-Sniper: VATS isn't great but if you do want to make a VATS build take this. restores 20 AP immediately. 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. In Vault 101 on July 13, 2268, the public announcement system reported the level of radiation, "Current radiation level - 0 rads, as always. -Ghastly Scavenger: It's cannibal, but for even rarer enemy types. Nausea and vomiting would appear at around 1000 mSv or 1. This rad count causes the effect of "radiated" to appear. This explains why non-player characters like Confessor Cromwell (who stand in irradiated water at almost all times) do not die from radiation poisoning. i feel that the radiation sickness, just to get healed by it, would do . The condition of weapons and armor decays 75% slower. i was actually looking forward to this perk, as i loved Rad Regeneration from FO3. -Intense Training: SPECIAL in FNV are much easier to come by than perks, so using a perk to get more special is pretty questionable. -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. Karma reset to 0, +25% AP regeneration rate, +20% attack speed, immunity to critical hits. -Piercing Strike: Armor stops your damage so take piercing strike to stop their armor. Maybe C tier is a bit generous but its good for builds that can utilize it. For example, Lorenzo's Artifact has a radiation damage component that does pure damage. While wearing light armor or no armor, you run 10% faster. with two-handed weapons. For environmental radiation damage that would affect the whole body, the lowest locational radiation DR is used to reduce the damage. Most of the perks obtained this way are related to the skill or task that was completed to earn it. 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. For example, the effects of surgical implants are counted as special perks, which are unlocked once the implant is purchased. Ranks: 1. Deal an extra +1%/+2%/+4% damage to all enemies. -Mile in their Shoes: The buff it gives is bad so the perk is bad. -And Stay Back: Normally I wouldn't put a perk that applies to such a narrow category of weapons in S tier, but And Stay Back trivializes the entire game when combined with the riot shotgun. - The Professional: Boosts all crits not just sneak attacks so it gives a decent damage bonus to crit pistol builds. 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%. Ghost people are more likely to die outright without needing to be dismembered or disintegrated. Regain +20% more health from all consumable sources. Permanently increasing Radiation Resistance Any permanent increase to Endurance. However, exposure to ionizing radiation, specifically gamma rays, results in damage to living tissue or hazardous mutations.[1]. +50% health bonus from snack foods. -Alertness: Wow two whole perception, the most useless SPEICAL in the game rendered even more useless by EDE's enhanced sensors. -Vigilant Recycler: Same principal as hand loader but for energy weapons. It will not inflict radiation poisoning on the enemy unless it is Irradiated. -Tunnel Runner: Moving faster is always nice and when stacked with other movement bonuses you can almost sneak at your full running speed. The Super Mutant works differently also, as he gains 1 XP per point of radiation he takes, but still takes the rad damage. As you might imagine, the nuclear fallout that ended the world left behind some lovely radiation as a parting gift. A key product of nuclear fission and nuclear fusion, radiation has been one of the primary hazards in the pre-War world, due to the proliferation of nuclear energy as a compact, cheap source of energy. You can put a single point into any of your. For example, Enhanced Sensors is only in effect while the Courier is accompanied by ED-E. See what I've said about every other conditional SPECIAL buff. Each level of this perk will increase one's Radiation Resistance by 15%. 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. Tack on the fact this perk has the highest skill requirement in the game (survival 100) and it cements its place in D tier. Download: Manual; 0 of 0 File information. +1 SPECIAL point, Caesar's Legion Fame, NCR Infamy. Given that crit boosters stack multiplicatively this perk will allow your pistols to hit quite hard when they crit. The Lead Belly perk also reduces exposure to radiation by halving the amount of rads obtained while drinking. 1 fission battery + 2 scrap metal = 50 Sierra Madre chips. It is the fourth major installment in the Fallout series. The rad status can also be checked in the Pip-Boy to see rad resistance and rad level. Do note that combat knives benefit from both cowboy AND grunt making Chance's Knife a strong melee choice if you want to invest the perks and skills into taking both. Radstorms result in green overcast skies, high-speed winds, lightning, and radioactive wind from latent radiation of local areas. 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. -Retention: Useful for crit builds utilizing the Police Stories magazine, otherwise don't bother. Light Step . [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. However, radiation will continue to build up in the person's system, and can still kill them at the fatal threshold as normal. Implant Radiation Perk. . +25% sneaking speed when wearing light or no armor. -Living Anatomy: Being able to see your enemies health and DT is actually quite helpful but rarely if ever necessary due to the existence of the internet. [12], A wide variety of tools have been created to monitor the presence and intensity of radiation fields. Launch nuclear missiles at Caesar's Legion. -Hobbler: See what I said for sniper. Fallout Wiki is a FANDOM Games Community. Foes killed by your Energy Weapons emit a corona of harmful energy. [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. Below is the rating scale I will use for ranking all my perks. 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. However as the intensity of radiation drops, so does the rate of decline. Do note that Ulysses is immune to all knockback effects so he can't be cheesed via this method. 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. Shame the interface for workbenches and reloading is borderline unusable. -Heave, Ho! Thus after 7 hours, the residual fission radioactivity declines 90%, to one-tenth its level of 1 hour. Radiation damage also cannot heal naturally and does not reduce over time. -Home on the Range: Maybe this perk has some uses in survival but beds are plenty common and fast travel exists for a reason. Merely being "radiated" incurs no penalty. This is even more useful on hardcore mode where companies love to die all the time. 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. No Sneak penalty for using Pip-Boy light. -Hunter: On crit you do extra dmg to the easiest enemy type in the game as "creature" only counts things like bighorners or molerats. This functions exactly like environmental radiation in Fallout 4: 10 points of radiation poisoning will reduce max health by 1%. All human origins start with 0 radiation DR and some origins, such as super mutants, ghouls, and robots, are completely immune to radiation damage. 2. This mod will cause radiation to damage your . Long-lived isotopes release energy over long periods of time, creating radiation that is much less intense but more persistent. Over the course of the storm, lightning periodically strikes and causes a brief spike of radiation in the area, peaking around five rads per second for about one second before steadily decreasing over the next several seconds. While easy weapon repairs are nice, this perk really shines in builds using armor with unique repair categories (i.e. Very useful for grenade and explosive builds. Fallout New Vegas Modding Guides.-Healing is slow in combat ( for example by going into inventory and healing to full has been removed). -Splash Damage: Great perk for explosive builds, but I recommend pairing it with Hit the Deck to avoid embarrassing deaths. -In Shining Armor: This perk does not work, taking it will grant your character zero benefits. -50% radiation taken from food and water sources. Unless the companion is dismissed, the perk will remain in effect regardless of the distance between them and their companions. it also seems weaker than Rad Regeneration. -Computer Whiz, Infiltrator: While TECHNICALLY useful, I have put these perks in F tier because they encourage the player to fuck themselves over. While irradiated you regenerate AP faster up to a 50% boost at the 800-900 AP range which is quite good for a VATS build. You have come to understand night stalkers. Sure you could play around them but the effects are so negligible that there is no real reason to bother. Radiation is made up of energetic subatomic particles, atoms moving at high speeds, and electromagnetic waves on the higher spectrum of energy. And this perk has the gall to have two equally useless ranks. [6], Fission products initially have a very high level of radiation that declines quickly, as short-lived isotopes decay rapidly, emitting intense radiation, with only a fraction of the isotopes continuing to emit radiation over a longer period of time. In Fallout: New Vegas, Rad-X increases Radiation Resistance by for 4 minutes per dose taken (the durations add, not the magnitude), up to 75% at 100 Medicine (enough to reach the cap of 85% with only 5 Endurance). This perk will solve almost all healing issues your character may have. Maybe grab this perk at lv 40 something if you're running out of stuff to do and want to travel to every location in the Mohave. You also have all hand load recipes unlocked at any reloading benches. Not worth a perk point let alone the 90 science you need to invest into getting this perk. Lead Belly: Radiation isn't a worry in this game. -Slayer: Hit people faster, essential perk for melee builds. The one most associated with the big, old bombs 200 years ago? Deal +3%/+6%/+10% damage to mutated insects. +25% critical hit chance against robots, 85% chance of finding an extra crafting component on destroyed robots. You gain two more skill points every time you advance in level. The storms don't last long, typically around one hour. Traps do not activate and you are given a stealth increase. Adds recipe. -Built to Destroy: 3% crit is not a lot, but neither is 15% weapon degradation if you have a way to maintain your weapons. Regenerate 2 HP per second per 200 rads accumulated. No need to waste a perk just to get through Vault 34. -Plasma Spaz: This Perk + Math Wrath + Fast Shot allows you to to drop the Q-35 matter modulator VATS cost to 16 per shot. D: Animal Friend, Mr Sandman, Miss Fortune, Mysterious Stranger, Night Person, Fight the Power! remnants power armor) to save a ton of money on repairs. Fallout: New Vegas Massive lag from Glowing Ones/glowing radiation goop DeathSnipe777 7 years ago #1 So I'm having a problem. Weapon Strength requirements are now 2 points lower than normal for you. -Better Criticals: While the description makes it appear as if your whole shot hits 50% harder when you score a critical hit, all that really happens is the critical portion of your hit gets increased by 50%, not the whole shot. Radiation damage inflicted by weapons can be reduced by locational radiation damage resistance. 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. [17] Even if treated, radiation exposure can also lead to persistent mutations at a genetic level. +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. 1 It covers the entire body, making it impossible to wear a helmet or glasses with this clothing. +4 Luck for 3 minutes upon finishing a battle with less than 25% health; immunity to critical hits, +50% critical damage. with every subsequent attack on a given body part queued. Some people may trash this in favor of sniper but crippling legs is a fantastic strategy vs hard enemies like deathclaws. Categories Explore every inch of the Wasteland when you fear no radiation. 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. THAT BEING SAID, you can manually trigger this perk by consuming coyote meat since it will irradiate the player for 3-9 seconds per steak. Radiation only applies to the player: Any non-player characters do not gain rads. Fallout NV perk tier list (complete and revised) This is my comprehensive perk tier list including traits and companion perks. -Gunslinger: VATS is pretty bad in FNV but this perk helps make it slightly more playable. Running no longer factors into a successful sneak attempt. -Nuka Chemist: Turn 3 nuka cola into a slightly better nuka cola that gives negligible buffs. Reaching 0 HP with radiation damage means the character is dying from radiation poisoning and cannot be stabilized until radiation damage is removed. 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. Also allows access to the cheapest craftable grenade in the game, MCF grenades that only requires 3 microfusion cells to craft. Radiation does not directly affect hit points, through penalties affecting Endurance, Maximum Health may be lowered. -Atomic! This gets reflected as actual damage, even if a character is at full health. Another thing to remember is that the accuracy buff does not apply retroactively, each shot will fire with the accuracy displayed when you chose to take it. The rule is accurate to 25% for the first two weeks and is accurate to a factor of two for the first six months. Do the math before taking this perk to see if you gain anything out of it. Level: 2. : Allows melee builds to stunlock their enemies until they die. I do not know if this perk works with NCR troopers called by the NCR emergency radio but that would require testing. Can instantly kill a sleeping non-player character and earn bonus XP when doing so. This Perk cuts the damage to your limbs by half. -Fight the Power: Situational damage increase against faction enemies. Really bad. Moreover, since this directly affects maximum health, this is damage that can't be healed. In V.A.T.S., you do an additional 15% damage when targeting the torso. With this perk, your radiation level will decrease by one rad every 20 real-world seconds so long as the player is not currently being exposed to radiation (standing in radioactive water, for instance) - the perk will still be reducing the radiation but the new accumulation of rads will more than overpower . The Rad Resistance perk also provides an increase to radiation resistance. Damaged books become blank magazines; can copy existing magazines into blank magazines. 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). If you don't feel like sprouting extra limbs or going ghoul, Rad Resistance is a fantastic perk choice. 2. level 1. Radiation can be healed by RadAway and Rad-X and Vault City Inoculations can modify Radiation Resistance. Ghouls are also uniquely healed by radiation damage. 20 isn't a ton but it's better than nothing. : If this perk was offered at lv 2 or 4 to help the player hit early skill thresholds it wouldn't be terrible, but trading a perk point for 15 skill points is laughable at lv 18. Combine this with the science requirement and I would only run this perk in builds that utilize other VATS reduction perks and Concentrated Fire. -Action Boy: Grants 5 agility worth of AP, but unlike agility it does not make you reload faster. Description: The bonuses granted by skill magazines last three times as long. The river below the Pitt Bridge reaches 600 rads per second, and is fatal due to a lack of ability to leave. Honestly the only uses for arcade gannon are enslaving him for the lols or using his personnel quest for quick power armor training so I wouldn't bother with this perk. Surgery purchased through dialogue with the. It's worse in FNV than in FO3 because of the ridiculous perk every two levels system (good thing mods exist). Notes Advanced Rad Poisoning causes a loss of two points of Endurance and one point of Agility. Additionally, some challenge perks have multiple ranks or more than one version, such as Caza-Death Dealer, which 'level up' as one continues adding to its requisite challenge task. +5% bonus to damage against humans and non-feral ghouls. Fallout: New Vegas Perks List:-----Submitted by: Arju Adamantium Skeleton (Level 14 Required) ? Unlike skilled, this perk is not bugged so taking it multiple times will have no effect. Rads can be flushed by: Radiation can be resisted by equipping certain types of apparel, such as radiation suits or power armor. -Center of Mass: You get extra damage when hitting the part of the body you shouldn't be shooting in VATS. You gain a non-addictive subdermal turbo (chem) injector. Temporarily stun opponents by throwing dust or dirt at their eyes (requires dirt or sand ground). 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. [27][28], Some humans may also become mutated by radioactive exposure. -Long Haul: Makes inventory management easier by allowing the player to teleport to vendors whenever they pick up too much loot. It is equal to 0.01 gray. (didnt really fit my play style) plus it didnt really seem worth it. -Chemist: This perk doubles the duration of all positive consumables so you get double duration on stealth boys, stimpacks in survival, magazines and food as well as chems. Makes weapon equipping and holstering 50% faster. Enables you to create special explosive recipes at any workbench. Fourth "tag" skill: +15 points to that skill. Regardless, this perk is mandatory in critical builds so take it if you're running one of those. Usefulness: [*..] Prerequisite: Intelligence: 5. Take only if you have nothing better to grab. It grants a 10% chance to find around 100 caps in a viable container which is nothing. This perk makes VATS Plasma a viable option but outside of that specific build there is no reason to take this perk. +2 Intelligence and +2 Perception between 6:00 P.M. and 6:00 A.M. -Mr. Sandman You gain the ability to instantly kill sleeping people as if this was some kind of challenge. Unlocks special Nuka-Cola recipes at the workbench. Fallout New Vegas is a game developed by Obsidian Entertainment and published by Bethesda Softworks. The Space Suit you find during the Come Fly with Me quest comes in handy. Additionally, six of the regular perks can be chosen more than once, such as Intense Training. -Search & Destroy: You can't take EDE with his perk so dont take this perk simple as. -Hot Blooded: Useful only if you're trying to hit the highest dmg possible. Plus you can just sleep in your own bed to gain well rested so the usefulness of this perk is quite limited. Rad Resistance is a perk in Fallout: New Vegas . Reaching various summits reveals nearby map markers and grants +3. Take only if there are no better perk options for your build. -Ninja: Makes sure your melee sneak attacks kill enemies while also giving a small crit chance boost. -Stealth Girl: This doubling of stealth boy duration stacks with chemist, day tripper and Logan's loophole allowing for 20 minute stealth boys. Challenge tasks can be accessed from the Pip-Boy menu; on the 'Misc' page, accessible from the 'Data' section. -Burden to Bear: Strong Back 2. Rank 2 reduces all charisma checks by 10% (and an additional 30% with Brotherhood of Steel) to . 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. A useful rule-of-thumb is the "rule of sevens." With this perk, your radiation level will decrease by one rad every 20 real-world seconds so long as the player is not currently being exposed to radiation (standing in radioactive water, for instance) - the perk will still be reducing the radiation but the new accumulation of rads will more than overpower . D: Rad Resistance, Scrounger, Terrifying Presence, Home on the Range, Sneering Imperialist, Tribal Wisdom, Fight the Power. As such, nuclear fallout is usually deposited completely within months at the most. 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. Furthermore, the closer an explosion happens to the ground, the greater the amount of fallout generated. Essential in a VATS pistol build. Fallout: New Vegas uses the same radiation mechanics as Fallout 3, keeping some perks, such as Lead Belly, Rad Resistance and Rad Absorption, while adding two new perks, Rad Child and Atomic. -Sneering Imperialist: Makes you better against some of the weakest human enemies in the game, yay. Can make one more attempt to pick a broken lock. While it does have a worse skill requirement than hand loader does (repair vs science) it makes up for it by allowing the player to recycle full energy cells while handloader only recovers casings. 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. Any living creature you kill has a 50% chance to have the potent healing items. Dog will devour the limbs of any Ghost People, preventing them from resurrecting. Rad Child is a perk in Fallout: New Vegas . Your attacks do 75% less damage to companions. This perk makes your instant death a little less instant, also useful for explosive builds where you hit yourself a lot. -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. +10% damage and unique dialogue options when dealing with the opposite sex. It also adds a new perk, Rad Child. +25% addiction resistance. Unfortunately, Raul's default firearm is not boosted by Old Vaquero meaning you have to arm Raul and load him with ammunition for this perk to be effective, I recommend La Longue Carabine. A dose of the chem Rad-X also grants the player a radiation resistance based on his or her Medicine skill, but the effects do not stack. -Rad Child: This is my first revised rating from my previous ranking posts, but I severely underestimated the power of this perk. -Logans Loophole: While it may not seem like it, level cap of Logan's Loophole is actually a pro rather than a con. A: Piercing Strike, Pyromaniac, Silent Running, B: Hit the Deck, Long Haul, Splash Damage, Heavyweight, C: Fast Metabolism, Life Giver, Robotics Expert, Sniper, Hobbler, Unstoppable Force. 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. Fallout 76 Gameplay article: Fallout 76 This 3% crit is also effected by your weapons critical hit multiplier making it a solid choice for crit builds, but not a mandatory one. Other types of perks are granted through completing various tasks and do not count against the limit of regular perks. -Old World Gourmet: You get some bonus health out of specific food and drink items. Pure radiation damage is rare. Only regular perks may be selected during level up. Radiation is represented as a red bar on one's HP bar, going from right to left. 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." Eating and drinking most food items or entering an irradiated zone gives the Lone Wanderer rads. In my game, when Glowing Ones are around sometimes their glowing. 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. F: Junk Rounds, Friend of the Night, In Shining Armor. Please enjoy and leave me a comment if you would like to see anything else ranked. While radiation never directly affects the current hit point level, the player will receive progressive penalties to SPECIAl, until they reach a total of 1000 rads and die. The damage bonus is negligible and only works against humans and ghouls so don't bother taking this perk for dmg. [26], Its presence has induced widespread mutations in flora and fauna, leading to the emergence of giant versions of regular species. Only take for the funny dialogue options given in Honest Hearts. Rad Child can grant between 2 - 8 hp/s depending on how irradiated you want to become. The rate is 1% of HP per 10 rads; this means that 1000 is still the fatal level as in previous games. Rad Resistance - There's very little radiation in NV, especially when compared to F3. -Walker Instinct: What is it with DLC perks giving shitty conditional SPECIAL buffs? Radioactive contamination is the chief delayed effect of nuclear weapons, as it results in the creation of radioactive material with half-lives that range from days to millennia. 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. -Robotics Expert: Would be in D if not for robo scorpions being one of the most annoying enemy types on the planet. Shame this perk scales with explosives making it a chore to get the skill requirements for. -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. Even if this perk set your perception to 10 when crouched and standing it would still suck. Nothing spectacular but better than nothing. This perk is very useful for high damage energy weapons like the gauss rifle to decimate groups of enemies. Floor traps or mines will not be set off. This series details the full list of Fallout New Vegas Perks. Neat, huh? But which one are we most worried about? -Irradiated Beauty: Better than rad absorption, but rads still aren't an issue in FNV. Fallout: New Vegas is the first game in the series to have perks that affect the party as a whole. The only use for this perk is against Cazadores and Radscorpions, both of which have poison and are a bit tougher to kill. +10 Health per 100 Karma; Karma reset to 0, +10% damage, immunity to critical hits. Unique DLs-- Total DLs-- Total views-- Version. RadAway will remove all radiation from the player character instantly, while a steady supply of clean water will reduce it over time. -Quickdraw: Great for builds that require weapon switching or constant holstering due to your primary weapon dropping movespeed. -Shotgun Surgeon: Shotguns get gimped by armor since smaller dmg instances are resisted better by armor. +25% damage to robots; can shut down robots by sneaking up on them and deactivating. The decaying isotopes may themselves form stable or unstable daughter isotopes. Radiation damage inflicted by food or drink cannot be reduced by location DR. One can get up to a total of 25 non-challenge perks with all four DLCs installed. -Here and Now: A complete waste of a perk point, if you're looking for build filler take anything else that isn't F tier. It leads the player to the Divide, a destroyed place where radiation mutilated the inhabitants even worse than the general Ghoul. close. player.setav speedmult X Where X is your speed.

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