Chapter Text
(S.P.E.C.I.A.L.):
Strength: 40
Perception: 44
Endurance: 42
Charisma: 9
Intelligence: 43
Agility: 42
Luck: 41
(Skills):
Barter: 234
Energy Weapons: 514
Explosives: 468
Guns: 742
Lockpick: 454
Medicine: 696
Melee Weapons: 722
Repair: 434
Science: 351
Sneak: 292
Speech: 266
Survival: 625
Unarmed: 620
(Perks):
A Helping Hand: You helped Dr. Pichard perform a surgery on a wounded NCR trooper. heal yourself 2% more efficiently.
Action boy(2): With the Action Boy perk, you gain an additional 15 Action Points to use in V.A. T.S.
Able-bodied: From 11 Endurance and onwards, each added point in Endurance will increase your DT by 1, Radiation Resistance as well as Poison Resistance by 2%, up to 85% and decrease the Addiction Chance by 1%, down to a minimum of 5%.
Abominable(3): There's nothing abominable about your damage bonus against Abominations.
Beautiful beatdown: Reduce the AP cost of Unarmed in VATS.
Adamantium Skeleton: With the Adamantium Skeleton perk, your limbs only receive 50% of the damage they normally would.
Alertness: You've learned to keep your senses alert to any danger. When crouched and not moving you gain a 2 to your Perception attribute to help you find enemies before they find you.
Ammo Connoisseur: Ammo is your passion! While not in the Mojave, killed enemies have a chance of dropping extra ammo, especially rare and Frontier-exclusive types.
Animal Control: You handle animals really well when they are dead and gain a damage bonus against the living ones.
Animal Friend(2): At the first rank of this perk, animals simply won't attack. At the second rank, they will actually come to your aid in combat, but never against another animal.
Arms Devotion: From 101 Guns and onwards, for every 10 points added in Guns, you deal an additional point of damage with
guns.
Atomic: With the Atomic! perk, you are 25% faster and stronger whenever you're basking in the warm glow of radiation. Outside irradiated areas, your Action Points (AP) regenerate faster and faster the higher your level of radiation sickness becomes
Center of Mass: You don't fool around with fancy trick shots. Straight to the midsection and down they go. In VATS, you do an additional 15% damage with attacks targeting the torso
Better Criticals: With the Better Criticals perk, you gain a 50% damage bonus every time a critical hit is scored on an opponent.
Big brained: Your brain is back in your body, but some of the advanced technologies remain: Your head still cannot be crippled, but you are only 10% more resistant to addiction now. Surprisingly your Damage Threshold has improved by 10% (minimum 1 DT)
Bloody Mess: With the Bloody Mess perk; characters and creatures you kill will often explode into a red, gut-ridden, eyeball-strewn paste.
Fun! Oh, and you'll do 5% extra
damane with all weapons
Broad Daylight: You're so sneaky that you can sneak even with your Pip-Boy light on. Any time the Pip-Boy light is on, you gain a sneak bonus to offset the light's sneak penalty.
Bug Stomper: Pulling the legs off ants suits you well. You gain a damage bonus against insects.
Burden to bear: The wastelander with the most gear wins! (... or at least survives.) Medium and heavy armor no longer impair movement speed.
Cardiac Arrest: Your heart is back in your body, but some advanced technologies remain: You are more resistant to poison (50%) and robots are only somewhat confused by you (25% less likely to score a critical hit) now. But on the bright side, healing items (chems) are even more effective!
Computer Whiz: Fail a hack attempt and get locked out of a computer? Not if you're a Computer Whiz! With this perk, you can attempt to re-hack any computer you were previously locked out of.
Certified Tech:
Your knowledge of robotic components allows you to break them more easily and salvage their mechanical corpses. You have a 25% chance to score critical hits against robots, and you'll also find more useful components on robots you destroy.
Chem Resistant: Having the Chem Resistant perk means you're 50% less likely to develop an addiction to chems, like - Psycho or Jet.
Chemist: With the Chemist perk, any chems you take last twice as long.
Chief Researcher: after 101, ever 10 points added in Science increases:
the damage against robot enemies by 1 and the chance to recover drained cells when you use Energy Weanons hu 1%
Child at Heart: The Child at Heart perk greatly improves your interactions with children, usually in the form of unique dialogue choices.
Chinese Saboteur: You've learned the ways of a Chinese sabotager. Your explosives now ignore 20 DT on targets using power armor, and hacking is 10% easier.
Combat Engineer: Gives you bonus DT when using RobCo tools or clothing.
Commando: While using a rifle (or similar two-handed weapon), your accuracy in V.A.T.S. is significantly increased.
Comprehension: With the Comprehension perk, you gain double the bonus from reading magazines and one additional point from skill books.
Detect Traps: You have almost supernatural survival senses and can easily spot traps and mines whilst sneaking.
Conan the butcher: From 101 Melee Weapons and onwards, every 10 points added in Melee Weapons increases the damage with melee weapons by 1.
Concentrated Fire: With Concentrated Fire, your accuracy to hit any body part in V.A.T.S. increases slightly with each subsequent hit on that body part.
Confirmed Bachelor: In combat, you do 10% damage against male opponents. Outside of combat, you'll sometimes have access to unique dialogue options when dealing with the same sex,
Cowboy: You do 20% more damage when using any revolver, lever-action firearm, dynamite, knife, or hatchet.
Crazed Inventor: Allows you to build some robots from household appliances and/or brains.
Day Tripper: You've done enough chems to know how to hang on to the effects just a while longer.
Deft Negotiator: From 101 Barter and onwards, for every 10 points added in Barter, you get an additional XP point for every 25 caps in any performed transaction. NOTE: The XP bonus is riven only once every three davs
Demented Inventor: Allows you to build more robots from household appliances and/or even more human brains
Demolition Expert(2): With each rank of this perk, all of your Explosives weapons do an additional 10% damage and have 10% larger area of effect.
Eye for Eye: For each crippled limb you have, you do an additional 10% damage.
Dissolving Manners: From 101 Energy Weapons and onwards, for every 10 points acided in Energy Weapons, you deal an additional point of damage with energy weapons.
DNAgent: Studying schematics on the abominations created at the Big MT has granted you a damage bonus ( 10%) against Nightstalkers.
DNAvenger(2): Studying the abominations created at. the Big MT has granted you a damage bonus ( 10% per rank up to three ranks) against Cazadores.
Eagle Eyed: From 11 Perception and onwards, each added point in Perception will increase your Energy Weapons, Explosives and Lockpick skills by 4 points.
Easy there: You've always had somebody by your side. You gain 2 DT and move 10% faster while you have a companion..
Educated: With the Educated perk; you gain two more skill points every time you advance in level. This perk is best taken early on, to maximize its effectiveness.
Enticing Persuader: From 101 Speech and onwards, any speech option associated with a non-Speech skill can become passable if your Speech skill is 100 points higher than the skill points required for the aforementioned speech option. At 201 Speech and beyond, for every added point in Speech you get 5 additional XP points for every successful speech check.
Entomologist: With the Entomologist perk; you do an additional 50% damage every time you attack a mutated insect, Tike the Radroach, Giant Mantis, or Radscorpion.
Explorer: When you choose the Explorer perk, every location in the world is revealed on your map. So get out there and explore!
Eye of The Beholder: Thanks to the Netwrk, you are now intimately aware of the Northern Legion's weaknesses, and gain a 3 bonus to DT against them.
Fast Metabolism: With the Fast Metabolism perk, you gain a 20% Health bonus when using Stimpaks.
Fast Shot: While using Guns and Energy Weapons, you fire 20% more quickly but your shots are 20% less accurate.
Ferocious Loyalty: The power of your personality inspires die-hard loyalty from your followers. When you drop below 50% Health, your companions temporarily gain much greater resistance to damage.
Fight the power: You've had enough of the so-called "authorities" pushing poor folks around! You gain 2 Damage Threshold and 5% Critical Chance against anyone wearing the faction armor of the NCR, Legion, or Brotherhood.
Finesse: With the Finesse perk, you have a higher chance to score a critical hit on an opponent in combat,
equivalent to 5 extra points of Luck.
Fireworks artist: From 101 Explosives and onwards, for every 5 points added in Explosives, you deal an additional point of damage with explosive weapons. For every 10 points, the velocity of thrown bombs and the explosion's area of effect are increased by 1%, up to 300% respectively 200%.
Fortune finder: With the Fortune Finder perk, you'll find considerably more currency in containers than you normally would.
Friend of the night: You are a true friend of the night.
Your eyes adapt quickly to low-light conditions indoors and-when darkness falls across the wasteland.
Hit the deck: Your extensive familiarity with Explosives allows you to ignore a portion of their damage. Your Damage Threshold is increased by 25 against any and all Explosives-including your own
Gleam of Fortune: From 11 Luck and onwards, each added point in Luck will increase all of your skills by 2 points.
Grunt: Just good, honest infantry work! You do 25% more damage with 9mm and .45 Auto pistols and SMGs, service rifles, assault and marksman carbines, light machine guns, frag grenades, grenade rifles and launchers, and combat knives.
Grim Reapers Sprint: If you kill a target in V.A.T.S., With rank one 20 Action Points are restored upon exiting V.A.T.S. With rank two all your Action Points are restored upon exiting V.A.T.S.
Gunslinger: While using a pistol (or similar
-one-handed weapon), your accuracy in V.A.T.S. is significantly increased.
Hand Loader: You know your way around a reloading bench and don't let good brass and hulls go to waste. When you use Guns, you are more likely to recover cases and hulls. You also have all hand load recipes unlocked at any of the wasteland's reloading benches.
Heave, Ho: Quite an arm you got there. All thrown weapons fly farther and faster for you.
Heavyweight: Have you been working out? Weapons heavier than 10 Ibs. now weigh half as much for you. (Modified weapons that drop below 10 1bs. will not gain this benefit.)
Hercules: From 11 Strength and onwards, each added point in Strength will increase your Melee Weapons skill by 5 points and Carry Weight by 3.
Implant Y-3: Implant Y-3 places an internal filtration system in the digestive tract that strips any liquid consumed of all radioactive particles before being processed by the body
Hobbler: With the Hobbler perk, your chance to hit an opponent's legs in V.A.T.S. is significantly increased.
Home on the Range: Whenever you interact with a campfire, you have the option of sleeping, with all the benefits that sleep brings.
Hotshot: Beating Hotshot's high score has granted you a 3% higher chance to score a critical hit on an opponent in combat.
Hunter: In combat, you do 75% Critical Damage against animals and mutated animals.
Hunters Toughness: You've distinguished yourself as the premiere bounty hunter in the region, and as a result you've acquired a boost to your damage resistance.
Implant C-13: Implant C-13 was originally designed as a defense turret subroutine to help eliminate cazadores should they escape from their containment, but it's been repurposed for testing on human subjects
Implant GRX: You gain a non-addictive subdermal Torbo (chem) injector. This perk may be taken twice, with the second rank increasing the effect from 2 to 3
seconds and the uses per day from 2 to 3
Implant M-5: You can be made... better... faster... stronger... Actually, just faster. The M-5 implant increases your crouched movement speed by 20% for greater efficiency as a test subject.
Laser Commander: From the humble Laser Pistol to the mighty Gatling Laser, you do 15% damage and have 10% chance to critically hit with any laser weapon.
Implant Y-7: Implant Y-7 is an enzyme booster that increases the Health (HP) gained from foods and recovers additional Action Points (AP) per food item consumed.
Infiltrator: With Infiltrator, if a lock is broken, and can't normally be picked again, you can attempt to pick it again one more time. This includes locks previously broken by a "Force Lock" attempt
Irradiated Beauty: Any time you sleep, you remove all of your Rads in addition to regaining all of your Health. (In Hardcore Mode, you still don't regain Health, but you lose 100 Rads.)
Jaunty Saunter: Your attitude towards life and the wastes is as beaming as the sun itself. From sunrise to sunset, your Charisma is increased by 1 and you run 10% faster.
Junk Rounds: Survival is the mother of invention!
Craft ammo at the Reloading Bench using alternate materials (Scrap Metal and Tin Cans).
Lady Killer: In combat, you do 15% damage against female opponents. Outside of combat, you'll sometimes have access to unique dialogue options when dealing with the opposite sex.
Jury Rigging: You possess the amazing ability to repair any item using a roughly similar item. Fix a trail carbine with a hunting rifle, a Plasma Defender with a laser pistol, or even power armor with metal armor. How does it work? Nobody knows... except you.
Mad Bomber: Your intimate knowledge of gadgets and explosives have combined to make you... the Mad Bomber! At Workbenches, you have special.
Explosives recipes unlocked for use.
Lead Belly: With the Lead Belly perk, you take 50% less radiation when consuming irradiated food and drink. You are also able to eat raw animal meat without suffering STR loss.
Lessons Learned: The wasteland has taught you some hard lessons, but you've remembered them all. You gain 1% to earned experience per level gained.
Life Giver: With the Life Giver perk, for each rank you gain an additional 30 Hit Points.
Light Step: With the Light Step perk, you'11 never set off an enemy's mines or floor-based traps.
Light Touch: Heavy armor just isn't your thing, so you've learned to customize light. armor for maximum benefit. While wearing light armor you gain a 5% Critical Hit Chance and your enemies
Suffer a -25% Critical Hit Chance
Living Anatomy: Living Anatomy allows you to see the Health and Damage Threshold of any target. It also gives you a 5% bonus to damage against Humans and-non-feral Ghouls.
Locks bane: From 101 Lockpick and onwards, every 10 points added in Lockpick will reward you with one XP point after every successful lockpicking attempt and increase the chance of items inside the lockpicked container to be duplicated.
Long Haul: You have learned how to pack mountains of gear for the Long Haul, Being over-encumbered no longer prevents you from using Fast Travel.
Lord Death(3): You gain a damage bonus against everything, because you like killing everything.
Miss Fortune: Just when your enemies think they have the upper hand, Miss Fortune appears to turn their world upside down. Appearing only in V.A.T.S., she has the ability to snatch defeat from the jaws of victory.
Mad Scientist: Mad Scientist:(OWB] Allows you to build Lobotomites, Cyberdogs and Cyberroaches from bodies.
Mad Scientist, PhD:(OWB] Allows you to build advanced Lobotomites, Cyberdogs and Cyberclaws
Man of Action: From 11 Agility and onwards, each added point in Agility will increase your Reloading, Equipping and Unequipping speed by 1% and decrease the likelihood of enemies scoring a critical hit on you by 1%, down to a minimum of 1%.
Marked: You've faced torture at the hands of the Marked Men... now it's payback time. ( 10% Damage Threshold and 10% Damage against the Marked
Men)
Math Wrath: You are able to optimize your Pip-Boy's V.A.T.S. logic, reducing all AP costs by 10%
Melee Hacker(2): You hack just a little faster.
Mercenary Mode: You've chosen to play the Frontier in Mercenary Mode. Killed humans, ghouls and supermutants have a chance of dropping extra aid items.
Ninja: The Ninja perk grants you the power of the fabled shadow warriors. When attacking, you gain a 15% critical chance on all Melee and Unarmed attacks. Additionally, Sneak attack criticals do 25% more damage than normal.
Mister Sandman: With the Mister Sandman perk, when you're in Sneak mode, you gain the option to silently kill any human or Ghoul while they're sleeping. And, all Mister Sandman kills earn bonus XP.
Monocyte Breeder: Your regenerative ability has been enhanced by the PHOENIX Monocyte Breeder implant, causing you to slowly regenerate lost hit points.
Mortal Fists: From 101 Unarmed and onwards, every 10 points added in Unarmed increases the damage with unarmed weapons by 1.
Mutant Massacre: Your skill at Mutant killing grants you a damage bonus to killing them.
Mysterious Stranger: You've gained your own personal guardian angel... armed with a fully
-loaded .44 Magnum. With this perk, the Mysterious Stranger will appear occasionally in V.A.T.S. mode to lend a hand with deadl efficiency.
Nerd Rage: You've been pushed around long enough! With the Nerd Rage! perk, your Strength is raised to 10 and you gain 15 Damage Threshold whenever your Health drops to 20% or below.
Nerves of Steel: With the Nerves of Steel perk, you regenerate Action Points much more quickly than you normally would.
Night Person: When the sun is down, a Night Person gains 2 to both Intelligence and Perception (up to a maximum of 10).
This perk directly affects your
"internal clock," and remains active hoth inside and outside
Purifier: As a purifier of the wasteland, you do 50% damage with Melee and Unarmed weapons against Centaurs, Nightstalkers, Spore Plants, Spore Carriers, Deathclaws, Super Mutants, and Foral Ghouls
Nuka-Chemist: You have unraveled some of the greatest mysteries of Pre-War masters: formulas for developing special Nuka-Colas! This perk unlocks special Nuka-Cola recipes at the Workbench
Old World Gourmet: Thanks to unclean living you've learned the secrets of the lounge lizards! 25% Addiction Resistance. 50% Health bonus from Snack Foods. Scotch, vodka and wine now give you Health in addition to their normal effects
Pack Rat: You have learned the value of careful packing. Items with a weight of 2 or less weigh half as much for you.
Paralyzing Palm: With Paralyzing Palm, you will sometimes perform a special V.A.T.S. palm strike that paralyzes your opponent for 30 seconds. Note that in order to perform the Paralyzing Palm, you must be completely unarmed.
Petrol Head: You've spent enough time smelling and handling petrol to figure out how to jury rig your own recipe, bas can now be made at a workbench.
Piercing Strike: Piercing Strike makes all of your Unarmed and Melee Weapons (including thrown) negate 15 points of Damage Threshold on the target.
Plasma Spaz: You're just so excited about plasma that you can't (magnetically) contain yourself! The AP costs for all plasma weapons (including Plasma Grenades) are reduced by 20%.
Power armor training: You have received the specialized training needed to move in any form of Power Armor.
Renowned Surgeon: From 101 Medicine and onwards, makes any chems you take last 1% longer.
Pyromaniac: With the Pyromaniac perk, you do 50% damage with fire-based weapons, like the Flamer and Shishkebab.
Quick Draw: Quick Draw makes all of your weapon equipping and holstering 50% faster.
Rad Absorption: With the Rad Absorption perk, your radiation level slowly decreases on its own over time.
Rad Child: You truly are a rad child. As you go through the increasingly devastating stages of radiation sickness, you will regenerate more and more health.
Rad Resistance: Rad Resistance allows you to - what else? - resist radiation. This perk grants an additional 25% to Radiation Resistance.
Ranger Takedown: When caught without their weapons, NCR's rangers rely on the Ranger Takedown to quickly incapacitate opponents. To Perform a Power Attack while moving backwards to execute a Ranger Takedown
Rapid Reload: Rapid Reload makes all of your weapon reloads 25% faster than normal.
Reinforced Spine: Your spine is back in your body, but some advanced technologies remain:
Your torso can now be crippled again, but your Strength (STR) and Damage Threshold (DT) bonuses have
Doubled ( 2)
Scarred: As a result of your scars, your rate of fire and draw speed with guns will suffer, but you'll deal more damage.
Retention Perk: With the Retention perk, the bonuses granted by skill magazines last three times as long.
Rig Machinist: From 101 Repair and onwards, every 10 points added in Repair decreases the equipment degradation rate and increases the chance of recovering cases and hulls by 1%.
RobCo Certified: Allows you to repair Protectron and Mr Handy robots, and jury-rig Securitrons into operation.
RobCo Gold Certified: Allows you to repair Sentry Bots and Securitrons as well, and upgrade Securitrons to Mark II
Robco Pro Certified: Allows you to repair Robobrain and Mr Gutsy robots as well, and fix Securitrons to full Mark I operation.
Robot Wrangler(3): No matter how many robots you have, you've never got enough. zach rank of the Robot Wrangler perk gives you an extra 2 Robot Capacity.
Robotics Certified: With the Robotics Expert perk, you do an additional 25% damage to any robot. Also, sneaking up on a hostile robot undetected and deactivating it will put that robot into a permanent shutdown state.
Roughin It: You're more at home under the open stars than under a roof. Any time you sleep outside, you gain the benefits of being Well Rested, even if you don't own the bed.
Run 'n Gun: The Run 'n Gun perk reduces accuracy penalties with one-handed Guns and Energy Weapons while walking or running.
Sniper: With the Sniper perk, your chance to hit an opponent's head in V.A.T.S. is significantly increased.
Scourge of the East: Sic semper tyrannis! You can put a single point into any of your S.P.E.C.I.A.L. attributes.
Scrounger: With the Scrounger perk, you'll find considerably more ammunition in containers than you normally would.
Shotgun Surgeon: With this perk, your precision with a scattergun is something to behold. When using shotguns, regardless of ammunition used, you ignore an additional 10 points of a target's Damage Threshold.
Silent Assassin: From 101 Sneak and onwards, every 10 points added in Sneak increases the mole and the damage with silenced weapons by 1.
Silent Running: With the Silent Running perk, running no longer factors into a successful sneak attempt.
Skilled: You're skilled, but not experienced.
You gain 5-points to every skill, but you suffer -10% from experience gained from now on.
Slayer: The slayer walks the earth! The speed of all Melee Weapons and Unarmed attacks is increased by 30%.
Sneering Imperialist: You don't take kindly to raiders, junkies, or tribals trying to "settle" or "stay alive" in civilized lands. Against dirty raider and junkie types as well as Zion's tribals you do 15% Damage and have a bonus to hit in V.A.T.S.
Tag: The Tag! perk allows you to select a fourth Skill to be a Tag skill, which instantly raises it by 15 points.
Solar Powered: With the Solar Powered perk, you gain an additional 2 points to Strength when in direct sunlight and slowly regenerate lost Health.
Splash Damage: When you're deep in enemy territory, you just start chucking grenades and hope for the best. All Explosives have a 25% larger area of effect.
Spray and Pray: Your attacks do much less damage to companions, allowing you to.
liberally spray an area with reckless abandon.
Stonewall: You gain 10 Damage Threshold against all Melee Weapons and Unarmed attacks and cannot be knocked down in combat.
Strong Back: With the Strong Back perk, you can carry 25 more pounds of equipment.
Sub-Dermal Armor: Your skin has been toughened by the
NEMEAN Sub-Dermal Armor, increasing your total Damage Threshold by 4.
Super Slam: All Melee Weapons (except thrown) and Unarmed attacks have a chance of knocking your target down.
Swift Learner(3): With each rank in the Swift Learner perk, you gain an additional 10% to total Experience Points whenever Experience Points are earned.
Tunnel Runner: The warrens of The Divide have taught you to keep your head down.
Your movement speed is greatly increased while sneaking in light
Terrifying Presence: In some conversations, you gain the ability to initiate combat while Lending then losing away For safety.
The Finder: You are adept at finding keys and keycards. Any keys or keycards lying around will be highlighted.
The Professional: Up close and personal, that's how you like it. Your Sneak Attack Criticals with pistols, revolvers, and submachine guns, whether Guns or Energy Weapons, all inflict an
arditional 20% damage
Them's Good Eatin: Any living creature you kill has a 15% chance to have the potent healing items Thin Red Paste or
Blood Sausage when looted.
Thought you died: Your storied past has fallen from memory because everyone thought you died. Your Karma is reset, you inflict 10% damage, and for every 100 points of Karma, you gain 10 Health. You are also immune to critical hits. This perk requires you to have good Karma.
Toughness(2): With the Toughness perk, you gain 3 to overall Damage Threshold. This perk may be taken twice, with the second rank granting an additional 3.
Travel Light: While wearing light armor or no armor, you run 10% faster.
Tribal Wisdom: Your limbs take 50% less damage from Animals, Mutated Animals, and Mutated Insects, you gain 25% résistance to Poison Damage, and can eat Mutated Insects when you're
in Sneak mode
Weapon Handling: Weapon Strength Requirements are now 2 points lower than normal for you.
Uncertainty: Every day you have a random chance of a different bonus:
A) 10% to all damage dealt
B) 5 to critical hit chance
C) Additional caps on kills
Unstoppable Force: Your martial might is truly
legendary. You do a large amount of additional damage through enemy blocks with all Melee Weapons and Unarmed attacks.
Vigilant Recycler: Waste not, want not. When you use - Energy Weapons, you are more likely to recover drained ammunition. You also have more efficient recycling recipes available at the Workbench.
Walker Instinct: Your senses have become so keen that you can feel the slightest vibration in the ground. You gain 1 Perception and Agility attributes while outside.
Walking Encyclopedia: From 11 Intelligence and onwards, each added point in Intelligence will increase your Medicine, Repair and Science skills by 3 points and boost the amount of XP you earn by 2%
Wasteland Huntsman: From 101 Survival and onwards, every 5 points added in Survival increases the damage against animals and bugs by 1 and your DT against their attacks by 0.5.
(Weapons):
A Light Shining in Darkness
AER14 Prototype
AK-50 Prototype 2
Abilene Kid LE BB Gun
All-American
Ambition(unique .357 Revolver)
Annabelle
Anti-Material Rifle (Anti-Mat Rifle CF parts and Custom Bolt)
Automatic Rifle (Automatic Rifle Upgraded Internals)
Big Boomer
Big Mountain Transportalonder
Bozar
CZ-57
Carbon Slicer(Unique Machete)
Chance's Knife
Christine's COS Silencer Rifle
Clarent(Sword)
Crimson Lightning(Eldritch Sword)
Crossbow
Cutlingun(Trash but somehow better minigun)
Deliverance(Rolling Pin)
Devil's Wish(Demonic Axe)
Dr. Möbius's Glove
Dual-Fusion Blaster
Dual-Fusion PDW
Dinner Bell
E-Blaster
Elijah's Advanced LAER (Prismatic Lens, Auxiliary Recharger Clip)
Elijah's Jury-Rigged Tesla Cannon
Engraved Combat Knife
Epardox's Colt
Eviscerator MG
Esther
FIDO
Flare Gun
Front Seat(Unique Spas 12)
Flamethrower
G-13(Unique Assault Carbine)
Gaileon Particle Harbinger(BIG FUCK OFF BLACKHOLEGUN)
Gaileon Sub-Sonic Rifle
Gehenna
Gobi Campaign Rifle
Gold Plate Magnum Rifle
Golden Gloves
Good Choppin'
Greased Lightning
Halberd
Hauteclere
Holme's Magnum Rifle
Holorifle (Reinf. Components, Focus Optics, Advanced Calibration)
Ice Pick
Ingvar's blade
Jackhammer Shotgun
Jackhammer Shotgun
3 Jerry Cans
Katana
Knock Knock
LSR-44(Unique Laser Rifle)
La Longue Carabine
Laser Detonator
Lever-Action Shotgun
Li'l Devil
Liberator
Lohikäärme(Unique Heavy Incinerator)
Lucky
Lysander XL(25mm cannon)
MP 40 (Unfolded Stock)
Malorian Arms 3516
Maria
Medicine Stick
Mercy
Mossberg Shotgun
Multicore Gatling Laser(Unique Gatling Laser)
My Little Friend(Unique Assault Carbine)
Mysterious Magnum
Oh, Baby!
Old Glory
Old Scratch(Unique Revolver)
Photon Storm SMG
Pirate Cutlass
Plasma Slinger
Protonic Inversal Axe
2 Pulse Grenades
11 Pulse Guns
Punching Daggers
Q-35 Matter Modulator
Rancor's 12.7mm Revolver
Ranger Sequoia
Recompense of the fallen
Red Glare
Repair Thermic Lance
Riot Shotgun
Robco Auto-Fix(Chain wrench?)
Robco brainsaw
Robco Gluegun
Robco Wrench
Roland's Shotgun
Rolling Pin
Salt-Upon-Wounds' Power Fist
Shane's Bane
Sheriff Shotgun
Shoulder Mounted Machine Gun (SMMG Mechanical Upgrade, Recoil Compensator and Extended Magazine)
Shovel
Skartemka's Vengeance(Gauss futuristic AK)
Sleepytyme
Sonic Emitter-Revelation
Sonic Emitter-Tarantula
Spud Grenade Launcher
Survivalist's Rifle
Sweet Revenge
Tesla Beaton Prototype Rifle
Tesla Caster
Tesla RCW
Tesla Revolver
Tesla Shotgun
Tesla Beaton Prototype
Tesla-Gauss Rifle
That Gun
The Comanchero
The Droog
The Emasculator
The Ferguson Rifle
The HomeRun(Unique Red Glare that fires Baseballs)
The Patriot(Gauss .45 Auto Pistol)
The Penetrator(Unique Anti-Material Rifle)
The Spoils
This Machine
Throwing Knife
Thump-Thump
Trench Repeater (Trench Repeater Scope, Solid Wood Stock)
3 Triple Pipe Bombs
Two Step Goodbye
Typhoon M45A C3 Prototype(Laser Rifle? Underbarrel Gauss Rifle)
Unbound(Unique Chinese Pistol)
Valerius's Sword
Volcano mine(Anti-Vehicle)
Vulcan Venom Pistol
X-2 Antenna
YCS/186
10mm Gauss Pistol
10mm Enclave Prototype
American Ambition l
Big Chungus
Dual American Ambition
Ebony & Ivory
Elite Service Pistol
Hellsing ARMS Anti-Freak Combat Pistols
Last Stand
Lazuli
Megatron
The Big Duo(Hair triggers, Extended magazines, Laser Sights)
The Duke
The Enforcer
Twin Fang
Vault Dwellers 6520
Million Knive’s hand
Molerat runner
Rex
The User
Bochii The Glock
Snakebite .45
Snake lore
Sneaki Breeki
The Delivered
Angry Waifu
Anointed SMG
Cyberdream
Glockinator
Plissken’s Escape
Tempest
Death’s Whisper
Deathclaw Hunter
Anti-Tank Cannon
Baja Campaign Rifle
Bitter Memory
Carnivore
G.L.O.B. Lobber
Mojave Campaign Rifle
Noobtube
Police Carbine
Sling Razor
The Commandor
Why2000
Robot Space Magic
20mm Autocannon
Asimov
Atticus
Better British
Centennial
Chop Shop
Core burner
Der Bullenwelpe
Duel
Flechette Rifle
Heat of Reaction
Kitten
Lead storm
PKnyan
PkWMG
Red Queen’s Race
Rye’s Caravaneer
Stalker’s Field Rifle
The Peace Keeper
The Pinesetter
The Warthawg
Warlord
Zastava
Cleaner’s Submachinegun
Conflict Resolver
Valkyrie
Wet Work
Kraut Space Magic
California Star
Evilest of Nines
Heilong
Hitman’s heat maker
Mamba Assault Cannon
Mojave Thunder
Prototype Enclave Battle Rifle
Quiet Night
S.P.I.K.R.
Stanton’s Rage
The Operator
The People’s Dragunov
Super Shotgun
The Badnit’s Strap
Zoned out
Bull of Steel
Cirno’s Peace
Cold Heart
Desert Storm
Doorstop
Force O’ Nature
Kasey
Kiss of Death
Mark’s Meat Masher
Mean Green Machine
Old Country Cleaner
Power Washed
Pull!
Rock salt
Searchlight Breacher
Thunderclap
Wristkrieg
Burt
CZ57 Avenger
Gatling Gauss
Alien Blaster
Compliance Regulator
Cryo Revolver
L.A.G. 5000
Millennium Smuggler
Modulated Beam Pistol
Quantum Displacer
Cryo Shard
Molecular Compressor
Coil Blunderbuss
Lawn Defender 5000
Science Project
Shockblast
Singularity Engine
Sonic Shotgun
The Final Frontiersman
The Spineflayer
Beam Spanmer
Liquidator
Pulse Disperser
Pulse Rifle
Redline
Arc Charger
Black Turtle
Hot Rod
Ghetto Blaster
Matter Annihilator
Pulse Gatling
Turboplas
The Smitty Special
Sprtel-Wood 9700
Alien Blaster
Charcoalov
Cleansing Flame
25mm Airburst Launcher
Bazooka
Multi-Grenade Launcher
Multi-Rocket Launcher
Quad 25mm Grenade Launcher
Rocket Rifle
Little Boy
Market Gardner
Holy Hand Grenade(10)
Blade Stunner
Dual Plasma Katana and Wakizashi
Dual Tesla Tanto
Experimental Lazer Wakizashi
Killahurtz
Photonic Saber
Marine Combat Sword
Masamune
Precieuse
Razer’s Edge
The Evening Redness
Laser Kanabo
Da Choppah
Plasma Zweihander
Punchline
Shock Knuckles
Grenade Pistol
Rocket Revolver
Groovy Chainsaw
(Apparel):
Argus Soldier Armor and Helmet
Advanced Radiation Suit
Atomic-Valence Tri-Radii-Oscillator
Elite Riot Gear and Helmet
Enclave Cosmic Armor and Helmet
Enclave Cryogenic Armor and Helmet
Enclave Exo Suit and Helmet
Enclave APA-MKII
Enclave Sentry Armor and Helmet
Enclave Space Suit and Helmet
Gannon Family Tesla Armor and Helmet
NCR winterized Riot Gear and Helmet
Nano Armor and Helmet
Pestilence armor(Classic Hat V1, Black Coat and Black Helmet V1)
Phojima No Ryu(Yakuza Suit)
Rebreather
APA MKI
Tesla APA MKI
Heated Shield
Starlet Outfit
Stealth Suit MKII
T-57C Power armor and Helmet
Urban Backpack
Winter Backpack
(Aid):
5 Advanced Stealth Boy
2 Alcohol Flasks
14 Antivenom
37 Armor Repair Kits
4 Auto-Inject Super Stimpaks
Big Book of Science
Black Coffee
8 Blood Packs
26 Blood Sausages
45 Buffout
4 Burger in a Tin
Chinese Army: Spec. Ops. Training Manual
6 Dark Datura
5 Datura Antivenom
Datura Hide
54 Doctor's Bags
26 Fiery Purgative
45 Fixer
3 H-Bomb Atomic Apple Cider
9 H-Bomb Commie Crushing Candy Corn
11 H-Bomb Energy Drink
11 Healing Poultice
2 Hot Coffee
25 Hydra
10 Implant GRX
2 Iodine
80 Jet
65 Macinol
105 Med-X
25 Mentats
Mutant Cave Fungus
8 Nuka-Cola Maximum
12 Nuka-Cola Quartz
5 Party Mentats
Pemmican
A Pizza
58 Psycho
163 Rad-X
188 RadAway
12 Rebound
10 Robot Spare Parts
6 Rocket
51 Rushing Water
2 Sapphire Nuka-Cola
Snakebite Tourniquet
16 Steady
54 Stealth Boys
413 Stimpaks
102 Expired Stimpaks
71 Stimpaks
35 Thin Red Paste
4 Tomatoes
21 Turbo
2 Wasteland Tequila
(Misc):
Acoustic Guitar
Big Spoon
38 Lockpicks
Bonesaw
Camera
Cigarette Lighter
G.E.C.K.
Gold Bar
Scalpel
Scissors
Scripture
Teddy Bear, Biohazard
(Other):
HP: 1275/1275
AP: 425/425
Karma: Messiah[Very Good]
Creatures Killed: 1566
People Killed: 1871
Normal Look: