Fallout 4

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DavidTheFalcon

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DavidTheFalcon

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About this mod

An overhaul of most perks created by a fanatic survival difficulty, ironman-playstyle player. Can be useful for other kinds of players as well of course - if they fancy the changes.

Requirements
Permissions and credits
Changelogs
Overview

This is a merged and expanded version of my Ironman Follower Tweaks. It also incorporates my Fill'em Up Again (Dynamic Bottle Recyclation) and Proportional Roasting and Water Boiling mods so do NOT use them alongside this. These are my personal tweaks to Fallout 4 perks to make my ironman (no reloading, you die and you're dead) playthroughs more fun and less annoying - doesn't mean you are meant to play ironman style yourself of course, it might help you understand where some of my changes are coming from, though. Some perks are slightly weakened, some are slightly strengthened, some are repurposed and some are merged to make room for new lore-friendly perks. Any feedback regarding balance or anything else is welcome. (That doesn't mean I will make changes and adjustments on demand, though, unless I really like the idea - just not to get your hopes too up. :-D )
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Since this is no longer a set of individual plugins forced to work on its own, I was able to make some things more intertwined and add more new concepts. I will just list a few highlights and new additions, the perk changes are listed below and I reckon that's what you probably want to check out.
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Highlights

- ISO reintroduces Radiation Poisoning from Fallout 3 / New Vegas to make radiation even more dangerous and deadly. The effects are virtually the same as in those games: Minor Radiation Poisoning -1 END (200-399 Rads); Advanced Radiation Poisoning -2 END, -1 AGL (400-599 Rads); Critical Radiation Poisoning -3 END, -2 AGL, -1 STR (600-799 Rads); Deadly Radiation Poisoning -3 END, -2 AGL, -2 STR (800-999 Rads).
- Alcohol now makes you drunk. Your vision will be deformed and you will randomly stumble (without the proper perks).
- The Handyman perk adds weaponized junk tools as weapons including stuff like wrenches, hammers, shovels for melee combat, and blowtorch and hack saw bow (a little easter egg) for ranged. Over 20 handyman's weapons available in total.
- Cybernetics Station allows you to get even more perks via implants. These are based on New Vegas' implants and perks from past games that didn't make it to Fallout 4.
- Farm animals that provide various bonuses and can follow you around. (Multiple can follow you at on time. I have applied no direct restrictions because I value player freedom, but if you go strolling acrosss the Commonwealth with dozens of beast and bad thing happen, I don't want to hear it. Be reasonable!)
- It might not be clear from the perk descriptions but workbenches no longer require Local Leader 2 to be built. Shops are the perks sole theme now.
- Weapon shape perks now provide 10% bonus per rank; however, Blacksmith, Gun Nut and Science provide another 10% bonus for damage types (melee, ballistic and energy respectively) to mimic the skills from previous Fallout games which were based on type of damage as opposed to shape of weapon.
- Local Leader has new ranks that enable training settlers and then dispatching them on missions to do "the dirty work" of your radiant quests.
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Load Order and Compatibility

- This is at core a perk overhaul so it needs to be loaded AFTER mods that alter perks (unless you know what you're doing). If you see a blank Vault Boy in the perk chart instead of regular perk Vault Boys, there is probably a conflict with other mod.
- Requires Far Harbor and Nuka World. (They include perk additions.)
- This mod also edits the Addiction Manager so be careful with mods that touch addiction.
- This mod edits a few raider and gunner actors to allow them to be recruited to settlements via the Intimidation perk. If that gets overridden, you obviously will no longer be able to recruit them.
- If using Don't Call Me Settler, you need to disable its "No chitchat" feature for new ranks of Local Leader to work.
- The current version is still to be considered "beta". Stuff seems to work fine in short-term testing but some issues may arise during long-term testing (meaning actually playing the game for some time.) You know what they say about saving and back ups. ;) I will try to keep updates clean and compatible with older versions but I obviously cannot guarantee it for every single feature - especially if something needs to be fixed by completely revamping it.

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Perk Changes

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=== STRENGTH ===

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(S1) Ironfisted Basher (Iron Fist)
L00: Bash'em with your bare hands! Or with whatever's in them... Unarmed attacks and gun bashing do 10% more damage to your opponent.
L09: Unarmed attacks and gun bashing now do 20% more damage and can disarm your opponent.
L18: Unarmed attacks and gun bashing now do 30% more damage. Bashing and unarmed Power Attacks have a chance to cripple one of your opponent's limbs.
L31: Unarmed attacks and gun bashing now do 40% more damage. Bashing and unarmed Power Attacks have an increased chance to cripple one of your opponent's limbs. 
L46: Unarmed attacks and gun bashing now do 50% more damage. Bashing can now cause critical hits and unarmed criticals in V.A.T.S. will paralyze your opponent.
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(S2) Big Leagues
L00: Swing for the fences! Do 10% more melee weapon damage.
L07: You now do 20% more melee weapon damage and gain a chance to disarm your opponent.
L15: You now do 30% more melee weapon damage, gain an increased chance to disarm your opponent and V.A.T.S. melee distance is increased by 30%.
L27: You now do 40% more melee weapon damage, hit all targets in front of you and V.A.T.S. melee distance is increased by 60%
L42: You now do 50% more damage with a melee weapon, gain a chance to cripple your opponent, or grand slam their head clean off, and V.A.T.S. melee distance is doubled.
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(S3) Armorer
L00: Travel the Wasteland protected! Worn armor weighs 15% less and you gain access to Rank 1 armor mods.
L13: Worn armor weighs 30% less and you gain access to Rank 2 armor mods.
L25: Worn armor weighs 45% less and you gain access to Rank 3 armor mods.
L39: Worn armor weighs 60% less and you gain access to Rank 4 armor mods.
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(S4) Blacksmith
L00: Fire up the forge! Your melee and unarmed weapons, as well as bashing with bayonets do 10% more damage and you gain access to Rank 1 melee weapon mods.
L16: Your melee and unarmed weapons, as well as bashing with bayonets do 20% more damage and you gain access to Rank 2 melee weapon mods.
L29: Your melee and unarmed weapons, as well as bashing with bayonets do 30% more damage and you gain access to Rank 3 melee weapon mods.
L40: Your melee and unarmed weapons, as well as bashing with bayonets do 40% more damage and you gain access to Rank 4 melee weapon mods.
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(S5) Big Guns (Heavy Gunner)
L00: Thanks to practice and conditioning, big guns do 10% more damage.
L11: Big guns now do 20% more damage, and have improved hip fire accuracy.
L21: Big guns now do 30% more damage. Hip fire accuracy is increased even more.
L35: Big guns now do 40% more damage and have a chance to stagger your opponent.
L47: Big guns now do 50% more damage and have an increased chance to stagger your opponent.
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(S6) Strong Back
L00: What are you, part pack mule? Gain +10 to carry weight.
L10: You now have +20 to carry weight. When overencumbered, you get better selling prices at vendors.
L20: You now have +30 to carry weight. When overencumbered, you can use Action Points to run.
L30: You now have +40 to carry weight. When overencumbered, you can travel without penalties.
L40: You now have +50 to carry weight. When overencumbered, running costs 50% less action points.
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(S7) Strong Arm (Steady Aim)
L00: Look at those muscles! Hip-fire accuracy is improved by 15% when firing any gun and bashing with weapons without a bayonet does 15% more damage.
L28: Hip-fire accuracy is now improved by 30% when firing any gun and bashing with weapons without a bayonet does 30% more damage.
L49: Hip-fire accuracy is now improved by 50% when firing any gun and bashing with  with weapons without a bayonet does 45% more damage.
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(S8) And Stay Back!
L00: You've discovered a Shotgun technique that has a chance to knock an enemy back! Your shotguns now deal 5% more damage and have a chance to stagger or knock down.
L07: Your shotguns now deal 10% more damage and have an increased chance to stagger or knock down your target.
L15: Your shotguns now deal 15% more damage and have a decent chance to stagger or knock down your target.
L27: Your shotguns now deal 20% more damage and have an exceptional chance to stagger or knock down your target.
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(S9) Rooted
UNCHANGED
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(S10) Pain Train
UNCHANGED
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=== PERCEPTION ===

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(P1) Pickpocket
UNCHANGED
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(P2) Rifleman
L00: Keep your distance long and your kill-count high. Attacks with non-automatic rifles do 10% more damage.
L09: Attacks with non-automatic rifles now do 20% more damage and ignore 15% of a target's armor.
L18: Attacks with non-automatic rifles now do 30% more damage and ignore 20% of a target's armor.
L31: Attacks with non-automatic rifles now do 40% more damage and ignore 25% of a target's armor. They also have a slight chance of crippling a limb.
L46: Attacks with non-automatic rifles now do 50% more damage and ignore 30% of a target's armor. They also have a slightly higher chance of crippling a limb.
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(P3) Awareness
L00: To defeat your enemies, know their weaknesses! You can view a target's specific damage resistances in V.A.T.S.
L07: To defeat your enemies, keep track of them! Sighted aiming marks enemies with a compass pip.
L19: To defeat your enemies, know where they are! Stay still while crouched to detect nearby life forms.
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(P4) Locksmith
L00: Your nimble fingers allow you to pick Advanced locks.
L07: You can pick Expert locks and activate an open door to close and lock it while sneaking.
L18: You can pick Master locks.
L41: Your bobby pins never break during lockpicking.
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(L5) Demolition Expert
L00: Duck and cover! Your explosives do 10% more damage, you take 15% less damage from explosions and you can craft explosives at any Chemistry Station.
L10: Your explosives now do 20% more damage, you take 30% less damage from explosions and grenades gain a throwing arc.
L22: Your explosives now do 30% more damage and affect a larger area, you take 45% less damage from explosives.
L34: Your explosives now do 40% more damage and you take 60% less damage from explosions. Mines and grenades shot in V.A.T.S. explode for double damage, too. 
L50: Your explosives now do 50% more damage and you take 75% less damage from explosions. Hitting targets with explosives in their inventory will detonate them!
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(P6) Night Person
L00: You are a creature of the night! Between the hours of 6:00 p.m. and 6:00 a.m., you get +1 to Intelligence and Perception.
L25: Between the hours of 6:00 p.m. and 6:00 a.m., you now have +2 Intelligence and Perception, and you are 15% harder to detect while sneaking.
L37: Between the hours of 6:00 p.m. and 6:00 a.m., you now get +3 to Intelligence and Perception, and you are 30% harder to detect while sneaking.
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(P7) Refractor
UNCHANGED
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(P8) Sniper
L00: It's all about focus. You have decent control and can hold your breath longer when aiming with scopes.
L13: You have even better control and non-automatic, scoped rifles have a chance of knocking down your target.
L26: You have superior control and non-automatic, scoped rifles gain +25% accuracy to head shots in V.A.T.S.
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(P9) Penetrator
UNCHANGED
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(P10) Concentrated Fire
UNCHANGED
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=== ENDURANCE ===

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(E1) Toughness
UNCHANGED
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(E2) Lead Belly
L00: Your entire metabolism has adjusted to the weirdness of the Wasteland! You take less radiation from eating or drinking and food effects last 30% longer.
L06: You now take even less radiation from eating or drinking and food effects last 60% longer.
L17: You now take no radiation from eating or drinking and food effects last twice as long.
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(E3) Life Giver
L00: You embody wellness! You instantly gain +20 maximum health and you regenerate a little lost health each second.
L08: You now have +40 maximum health and you regenerate even more lost health each second.
L20: You now have +60 maximum health and you regenerate even more lost health each second.
L32: You now have +80 maximum health and you regenerate even more points of lost health each second.
L44: You now have +100 maximum health and you regenerate even more lost health each second.
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(E4) Chem Addict (Chem Resistant)
L00: All the rush without the hassle! You're 25% less likely to get addicted when consuming chems and they last 25% longer.
L22: You're 50% less likely to get addicted when consuming chems and they last 50% longer.
L34: You're 75% less likely to get addicted when consuming chems and they last 75% longer.
L46: Your chems last twice as long and you will never get addicted to them.
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(E5) Aqua Boy / Aqua Girl
L00: Water is your ally. You no longer take radiation damage from swimming, and can breathe underwater.
L14: You become totally undetectable while submerged.
L21: Swimming restores your health.
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(E6) Rad Resistant
L00: Exposure to the Wasteland has made you more resilient, instantly granting +10 Radiation Resistance.
L13: You now have +20 Radiation Resistance.
L26: You now have +30 Radiation Resistance.
L35: You now have +40 Radiation Resistance.
L50: You now have +50 Radiation Resistance.
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(E7) Adamantium Skeleton
L00: Your skeleton has been infused with indestructible metal, reducing limb damage and fall damage by 30%.
L13: Your limb damage and fall damage are now reduced by 60%.
L26: Your limb damage is completely eliminated and you take no damage from falls.
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(E8) Vulture (Cannibal)
L00: Feast on mortal flesh to heal your wounds! Eating non-humanoid corpses restores Health and nearby dead bodies are highlighted while sneaking.
L19: You can now also eat Human, Ghoul or Super Mutant corpses.
L38: Eating corpses now restores a significant amount of Health.
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(E9) Ghoulish
L00: You are no longer adversely affected by Minor Radiation Poisoning. Instead, while affected by it, you deal 25% more damage.
L26: You are no longer adversely affected by Advanced Radiation Poisoning. Instead, while affected by it, you deal 50% more damage and some feral ghouls may randomly become friendly.
L39: You are no longer adversely affected by Critical Radiation Poisoning. Instead, while affected by it, you deal 75% more damage and will not get attacked by feral ghouls.
L48: You are no longer adversely affected by Deadly Radiation Poisoning. Instead, while affected by it, you deal double damage and feral ghouls will help you in battle.
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(E10) Solar Powered
L00: Catch some rays! Between the hours of 6:00 a.m. and 6:00 p.m., you get +1 to Strength and Endurance.
L27: Between the hours of 6:00 a.m. and 6:00 p.m., you get +2 to Strength and Endurance and sunlight slowly heals your radiation damage.
L50: Between the hours of 6:00 a.m. and 6:00 p.m., you get +3 to Strength and Endurance and sunlight regenerates your lost Health.
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=== CHARISMA ===

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(C1) Cap Collector
L00: You've mastered the art of the deal! Buying and selling prices at vendors are 10% better.
L20: Buying and selling prices at vendors are now 20% better and you can track the locations of Trashcan Carla, Cricket, Doc Weathers and Lucas Miller on your map.
L41: Buying and selling prices at vendors are now 30% better. You can now invest a total of 500 caps to raise a store's buying capacity.
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(C2) Lady Killer / Black Widow
L00: Women/Men suffer +5% damage in combat, and are easier to persuade in dialogue.
L10: Women/Men now suffer +10% damage in combat, and are even easier to persuade in dialogue. They are also easier to pacify with the Intimidation perk.
L20: Women/Men now suffer +15% damage in combat, and are much easier to persuade in dialogue. They are now even easier to pacify with the Intimidation perk.
L30: Women/Men now suffer +20% damage in combat, and as long as you feel your Lover's Embrace, 15% of incoming damage is reflected back at attackers.
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(C3) Lone Wanderer
L00: While adventuring without a companion, you deal 5% more damage, take 5% less damage, you have 5 more Action Points and your carry weight is increased by 10.
L17: While adventuring without a companion, you deal 10% more damage, take 10% less damage, you have 10 more Action Points and your carry weight is increased by 20.
L40: While adventuring without a companion, you deal 15% more damage, take 15% less damage, you have 15 more Action Points and your carry weight is increased by 30.
L50: While adventuring without a companion, you deal 20% more damage, take 20% less damage, you have 20 more Action Points and your carry weight is increased by 40.
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(C4) Raider (Attack Dog)
L00: Set the dogs loose, a raider is come! You deal 5% more damage to non-raider people and get more caps from looting their corpses.
L15: You deal 10% more damage to non-raider people and you have much higher chance to pacify raiders with the Intimidation perk.
L30: You deal 15% more damage to non-raider people and regular Commonwealth raiders won't attack you unless you have your weapon drawn.
L45: You deal 20% more damage to non-raider people and raiders won't attack you even if you have your weapon drawn.
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(C5) Farmer (Animal Friend)
L00: You can cultivate wild fruit at the cooking station. You can also buy farm animals via the buildable Breeding Station Terminal. Animals provide various bonuses and can follow you around!
L12: You can now get bigger farm animals (like Brahmin or dogs) via Breeding Station Terminal. You also get an extra ingredient while harvesting.
L28: You can try to domesticate some wild animals. Domesticated animals behave much like regular farm animals but cannot be directly assigned to settlements.
L49: You can now attempt to domesticate wild Yao Guai and can buy Farm Deathclaws at the Breeding Station Terminal.
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(C6) Local Leader
L00: Vote for me to get safe roads! You are now able to establish supply lines between your workshop settlements.
L14: Vote for me to get brand new shopping malls! You can build stores at workshop settlements.
L25: Vote for me to get training! You can train settlers to make them deal 30% more damage and take 30% less damage. For a few Caps, you can even change their equipment.
L32: Vote for me to get new career opportunities! Settlers with military training can be dispatched on missions to finish some of your radiant quests.
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(C7) Party Boy / Party Girl
L00: Nobody has a good time like you and your friends! While you're under the influence of alcohol, you and your companions have +10 Damage Resistance.
L15: While you're under the influence of alcohol, you and your companions now get +20 Damage Resistance. You will no longer get addicted to alcohol.
L33: While you're under the influence of alcohol, you and your companions now get +30 Damage Resistance. Alcohol effects last twice as long and you no longer stumble when drunk.
L45: Where the hell is my bottle?! You lose your immunity to alcohol addiction. While addicted to alcohol, you deal 25% more damage with all weapons.
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(C8) Inspirational
L00: Because you lead by example, your companions do more damage in combat, and cannot hurt you. Your dog can hold an enemy, giving you a greater chance to hit them in V.A.T.S.
L19: Your companion resists more damage in combat, can't be harmed by your attacks and when your dog holds an enemy, there's a chance he'll cripple the limb he's biting.
L43: Your companion can carry more items. When your dog holds an enemy, there's a chance he'll cause them to bleed.
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(C9) Wasteland Whisperer
L00: Stop bugging me! Insectoids creatures like radroaches, radants or stingwings will no longer attack you unprovoked.
L21: You'd better find someone else to eat or else! Wild animals like dogs, molerats or yao guai and even radscorpions will no longer attack you unprovoked. 
L49: You have been warned to find someone else to eat! You take 25% less damage from wild and mutated creatures and get double experience for killing them.
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(C10) Intimidation
L00: Time to show everyone who's boss! With your gun, aim at any human, ghoul or super mutant opponent and gain a chance to pacify them.
L21: When you successfully pacify someone, you can talk to them to loot their inventory or calm them down so they don't attack you if you lower your weapon.
L32: When you successfully pacify someone, you can try to convince them to follow your specific commands. 
L50: Most pacified characters will stay permanently friendly and some may even join your settlements if you talk to them.
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=== INTELLIGENCE ===

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(I1) Explorer (V.A.N.S.)
L00: Let Vault-Tec Assisted Navigational System guide your explorations! Experience gained from discovering locations is doubled.
L07: Experience gained from discovering locations is tripled and the path to your closest quest target is displayed in V.A.T.S.
L12: Experience gained from discovering locations is quadrupled and you get +2 Perception while exploring outside.
L29: Experience gained from discovering locations is quintupled and every location in the world is revealed on your map. So get out there and explore!
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(I2) Medic
L00: Is there a doctor in the house? Stimpaks restore 40% of lost Health, and RadAway removes 40% of radiation.
L18: Stimpaks now restore 60% of lost Health, and RadAway removes 60% of radiation.
L30: Stimpaks restore 80% of lost Health, and RadAway removes 80% of radiation.
L40: Stimpaks restore all lost health and RadAway removes all radiation.
L50: Stimpaks and RadAway now work more quickly and Stimpaks also cure illness.
*
(I3) Gun Nut
L00: Shoot first, kill first! Your ballistic weapons do 10% more damage and you gain access to Rank 1 gun mods.
L13: Your ballistic weapons do 20% more damage and you gain access to Rank 2 gun mods.
L25: Your ballistic weapons do 30% more damage and you gain access to Rank 3 gun mods.
L39: Your ballistic weapons do 40% more damage and you gain access to Rank 4 gun mods.
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(I4) Hacker
L00: You posses the knowledge of cutting-edge computer encryption! You can now hack Advanced terminals and frenzy enemy turrets.
L09: You can now hack Expert terminals and gain the ability to hack robots. When you hack a robot, you gain a chance to power it on or off, or initiate a self-destruct.
L21: You can now hack Master terminals and hacked robots can be incited to attack. Hacking turrets now prevents them from attacking you.
L33: You never get locked out of a terminal when things go wrong and hacked robots can be given specific commands. You can also use sighted aiming to hack robots from a distance.
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(I5) Scrapper
UNCHANGED
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(I6) Science
L00: Take full advantage of advanced technology! Your energy weapons do 10% more damage and you gain access to Rank 1 high-tech mods.
L17: Your energy weapons do 20% more damage and you gain access to Rank 2 high-tech mods.
L28: Your energy weapons do 30% more damage and you gain access to Rank 3 high-tech mods.
L41: Your energy weapons do 40% more damage and you gain access to Rank 4 high-tech mods.
*
(I7) Chemist
L00: You're used to all the poisonous vapors! You now have +10 Poison Resistance.
L11: You now have +20 Poison Resistance.
L21: You now have +30 Poison Resistance.
L35: You now have +40 Poison Resistance.
L42: You now have +50 Poison Resistance.
*
(I08) Cybernetics Expert (Robotics Expert)
L00: You deal 5% more damage to robots and Synths and you gain access to Rank 1 Cybernetic Perk Implants. (You can craft Cybernetics Station in your settlements.)
L12: You now deal 10% more damage to robots and Synths and you gain access to Rank 2 Cybernetic Perk Implants.
L25: You now deal 15% more damage to robots and Synths and you gain access to Rank 3 Cybernetic Perk Implants.
L41: You now deal 20% more damage to robots and Synths and you gain access to Rank 4 Cybernetic Perk Implants.
*
(I9) Nuclear Physicist
L00: You've learned to split the atom... and command it. Radiation weapons do 25% more damage and Fusion Cores last an extra 25% longer.
L14: Radiation weapons now do 50% more damage and Fusion Cores last an extra 50% longer.
L26: Radiation weapons now do 75% more damage and Fusion Cores last an extra 75% longer.
L42: Radiation weapons now do double damage, Fusion Cores last twice as long and they can be ejected from Power Armor like devastating grenades. 
*
(I10) Nerd Rage
UNCHANGED
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=== AGILITY ===

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(A1) Gunslinger
L00: Channel the spirit of the Old West! Non-automatic pistols do 10% more damage.
L07: Non-automatic pistols now do 20% more damage and have increased range.
L15: Non-automatic pistols now do 30% more damage and range is increased even farther.
L27: Non-automatic pistols now do 40% more damage and their attacks can disarm opponents.
L42: Non-automatic pistols now do 50% more damage. Their attacks have a much better chance to disarm opponents, and may even cripple a limb.
*
(A2) Commando
L00: Rigorous combat training means automatic weapons do 10% more damage.
L11: Your automatic weapons now do 20% more damage, with improved hip fire accuracy.
L21: Your automatic weapons now do 30% more damage. Hip fire accuracy is improved even more.
L35: Your automatic weapons now do 40% more damage and gain a chance to stagger opponents.
L49: Your automatic weapons now do 50% more damage and have a greater chance to stagger opponents.
*
(A3) Sneak
L00: Become whisper, become shadow. You are 10% harder to detect while sneaking.
L05: You are now 20% harder to detect while sneaking, and no longer trigger floor-based traps.
L12: You are now 30% harder to detect while sneaking, and no longer trigger enemy mines.
L23: You are now 40% harder to detect while sneaking, and running no longer adversely affects stealth.
L38: You are now 50% harder to detect while sneaking and engaging stealth causes distant enemies to lose you.
*
(A4) Mister Sandman
L00: As an agent of death itself, you can instantly kill a sleeping person. Your silenced weapons do an additional 15% sneak attack damage and picking a sleeping person's pockets is 25% easier.
L17: Your silenced weapons do an additional 30% sneak attack damage and picking a sleeping person's pockets is 50% easier.
L30: Your silenced weapons now do 50% more sneak attack damage and picking a sleeping person's pockets is 75% easier.
*
(A5) Action Boy / Action Girl
UNCHANGED
*
(A6) Moving Target
L00: They can't hurt what they can't hit! Get +20 Damage Resistance and +20 Energy Resistance when you're sprinting.
L24: You now get +40 Damage Resistance and +40 Energy Resistance when you're sprinting.
L44: You now get +60 Damage Resistance and +60 Energy Resistance when you're sprinting.
*
(A7) Ninja
UNCHANGED
*
(A8) Quick Hands
L00: In combat, there's no time to hesitate. You can reload all guns 15% faster and reloading guns in V.A.T.S. costs 30% less Action Points.
L28: You can reload all guns 30% faster and reloading guns in V.A.T.S. costs 60% less Action Points.
L40: You can reload all guns 45% faster and reloading guns in V.A.T.S. costs no Action Points.
*
(A9) Sprinter (Blitz)
L00: On your marks, get set, go! Sprinting costs 25% fewer Action Points.
L32: Sprinting costs 50% fewer Action Points.
L48: Sprinting costs 75% fewer Action Points.
*
(A10) Gun Fu
UNCHANGED
*
=== LUCK ===

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(L1) Fortunate Scrounger (Fortune Finder)
L00: You've learned to discover the Wasteland's hidden wealth, and find more bottle caps and ammunition in containers.
L05: You find even more bottle caps and ammunition in containers.
L25: You find yet more bottle caps and ammunition in containers.
L40: You find even more bottle caps and ammunition in containers and you have a chance to gain ammo when firing the last round in your clip.
*
(L2) Handyman (Scrounger)
L00: I can use what I can get! You can weaponize certain junk items like wrenches, shovels or hammers. Handyman's weapons do 10% more damage.
L07: Handyman's weapons deal 20% more damage and have a 10% chance of enemies exploding in a shower of caps on death.
L24: Your handyman weapons deal 30% more damage and have a 20% chance of enemies exploding in a shower of caps on death.
L37: Your handyman weapons deal 40% more damage and have a 30% chance of enemies exploding in a shower of caps on death.
*
(L3) Bloody Mess
L00: You inflict 5% more damage in combat and enemies will sometimes explode into a gory red paste. Watch out for flying eyeballs!
L09: You now inflict 10% more damage in combat and you deal more damage to enemies' limbs.
L31: You now inflict 15% more damage in combat and you deal even more damage to enemies' limbs.
L47: You now inflict 20% more damage in combat. When an enemy explodes, nearby enemies may suffer the same fate.
*
(L4) Mysterious Stranger
(L5) Idiot Savant
(L6) Better Criticals
(L7) Critical Banker
(L8) Grim Reaper's Sprint
(L9) Four Leaf Clover
(L10) Ricochet
UNCHANGED