[ Medals ]
1 medal - 3000 exp (don't use this).
3 medals - 1 skillpoint (don't use this).
5 medals - +15 to Carryweight (not more then 200, but you can get more with Buffout\Jet drug drawbacks ;) ).
5 medals - 30000 exp.
10 medals - +1 HP (not more then 600).
10 medals - +1 Master of Normal, Repair, Wasteland Dweller (not more than 5) .
20 medals - +1 AC (not more than 30 native).
10 medals - +10 skillpoints.
[ Weapon bonuses ]
You can get from 1 to 4 bonuses while crafting weapons.
Crit. chance - ( 1, 2, 3, 4, 5 )% to crit chance.
Range - ( 1, 2, 3 ) to weapon maximum range.
Min. Damage - ( 2, 3, 4, 5 ) to minimal damage.
*Note - never appears on Vindicator, Minigun, Avenger, Gatling, Bozar.
Max. Damage - ( 3, 4, 5, 7, 10 ) to maximum damage.
*Note - never appears on Vindicator, Minigun, Avenger, Gatling, Bozar.
% to Damage - ( 3, 4, 5, 7, 10 )% to weapon damage.
*Note - never appears with Min.-Max. Damage bonuses.
Reload cost - reload costs 1 AP less.
Durability - weapon deteriorates two times slower.
Accuracy - +( 3, 5, 7, 9, 12 ) to Weapon Skill during Accuracy check.
Critroll - +( 1-5 ) to Critical Roll.
[ Armor bonuses ]
You can get from 1 to 4 bonuses while crafting armors.
Anticrit - adds( 1, 2, 3, 4, 5 )% to Anticrit value.
Threshold - adds random value to one of the TH types* - ( 1, 2, 3 ).
*Note - Normal: Thresholds are (1, 1, 2).
Resistances - adds random value to oen of the DR types* - ( 3, 4, 5, 7, 9, 10 ).
*Note - Normal: Resists are ( 2, 3, 4, 5, 6, 7 ).
Durability - armor deteriorates two times slower.
AP - adds +1 Action Point.
AC - adds +( 1, 2, 3 ) to Armor Class.
[ City Drugs ]
Klamath (Smiley): +25% to exp gain, +25% to Normal resistance (300 Klamath money).
Den (drug commune leader): +1 AP, +1 Endurance, +2 Strength (350 Den money).
Modoc (Rose): +20 Healing Rate, +20 to Hit Points (350 Modoc money).
Gecko (Harold): +30 to Hit Points, +1 Perception (400 Gecko money).
Vault-City (doctor Troy): 90% to Poison and Radiation resistances (300 NCR dollars).
Redding (sheriff): +20 to Hit Points, +6 to Sequence, +5% to Critical Chance (400 Redding money).
Broken Hills (Markus): +35 to Hit Points, +10 to Melee Damage (400 BH money).
New Reno (Jimmy Ji): +50 to Carryweight, +3 Charisma, (300 NCR dollars).
NCR (sheriff Dumont): +2 Luck for FA formula, +5% to accuracy, +25 to combat skill for hit calculation (500 NCR dollars).
San Francisco (doctor Wang): +15 AC, +5% evasion (500 SF money).
[ Implants ]
+30% to Small Guns, +3 to final accuracy.
+30% to Big Guns, +3 to final accuracy.
+30% to Energy Weapons, +3 to final accuracy.
+30% to Throwing, +3 to Evasion.
+30% to Repair, +2 to ending damage.
+20% to melee weapons, +20% to unarmed, -3 seconds combat timer.
+35% to FA, +40 to friendly heal.
(-2) sec FA cd, +25% doc.
+20 hp, +10 to healing rate.
+40% doc, immune to Bleed.
+40 HP when using FA on self, +5 AC.
+5 hp per superstim on self, +30% doc.
+100kg to Carryweight.
+25% to worldmap movespeed.
+100% to Traps.
Replicanto perk, +50% to Speech.
+100% to Pickpocket, +20% to Lockpick.
+50% to Athleticism.
[ Weapon perks]
Accurate - +20% to Basic hit chance. +30% to minimal burst spread.
Longrange - decreases penalty to distance accuracy for distance attacks. +15% to minimal and maximum burst spread.
Penetrate - -30% Resistance and -6 Damage Threshold to target, if Bullet str/5 is more or equal of target's DT. Else - +15 DR and +3 DT.
Knockback - increases knockback distance by 2 times (only for Explosion damage type and Melee weapons).
Opt. Scope - modifies range calculation (wasn't changed).If distance to target is more then max. weapon's attack distance - target's AC will be decreased by 90%. +30% to maximum burst spread.
Holo Scope - decreases smoke hit penalty by 25, divides targets AC by 2 during hit calculation, +30 to minimal burst spread.
Napalmic - With 10% chance(30% for pyromaniacs) sets hex under target on fire. Always implies Burn effect on target.
Knockout - with any critical hit adds knockout to it (in addition to main critical effect). With noncritical - (12 - target Str)%.
[ Extension Slots ]
[ Slot 1 - SPECIAL ]
Item / Effect
Water Аlask - Each 10 seconds character drinks this shit and it's tireness (not weakness) timer is decreased by 10, and Poison level decreases by 5. Flask is not bottomless. Check it's status in description.
Cigarets - Every 10 seconds there is a chance to smoke one cig. Each decreases tireneness, repair and science timer by 10 and adds 2 points of Poisoning level. Each pack contains 20 cigs.
Radio - Apart from 0chan
Tools - +25 to Repair skill duriong attempt to repair. -10% to weapon deterioration speed (don't stack with Durability modification). Have 3% chance to broke each time you're repairing anything or protecting wep from deterioration (which means alot).
Супер. рем. набор - +50 to repair skill during attempt to repair. -25% to weapon deterioration speed don't stack with Durability modification). Have 3% chance to broke each time you're repairing anything or protecting wep from deterioration (which means alot).
Lockpicks - +25 to Lockpick skill during lockpick attempt. -10% lock difficulty, if Agility is 8 or higher.
Exp. Lockpicks - +50 to Lockpick skill during lockpick attempt. -20% lock difficulty, if Agility is 8 or higher.
Эл. отмычки МК1 - +25 to Lockpick skill during lockpick attempt. -25% lock difficulty, if Agility is 8 or higher.
Эл. отмычки МК2 - +50 to Lockpick skill during lockpick attempt. -50% lock difficulty, if Agility is 8 or higher.
First Aid Kit - +25 to First Aid skill.
Fielt Medic Kit - +50 to First Aid skill.
Doctor Bag - +25 to Doctor skill.
Paramedic Bag - +50 to Doctor skill.
Traps Kit - +25 to skill during attempt to set up a new trap or disarm existing. Can't exceed 300 value.
Sensor - не менялось.
Active Sensor - не менялось.
Eyeglasses - +1 to Perception, if base Perception is less then 10.
Mirrored Shades - +1 to Charisma.
Thermal Sights - Ignores smoke cover.
Gas Mask - +25 to Radiation and Poison resistances. Immunity to gas poisoning.
PASGT-helmet - decreases critroll of head\eyes critical hit by 50%. Eye crit shot becomes headshot. Has it's durability on 100, it decreases with each blocked crit shot. Can't be repaired, when reaching deterioration 0 - breaks to nothing, with your head most likely.
[ Slot 2 - OVERALL ]
Flower - no bonuses.
Stealth-boy - +1 to Sequence.
Cosmetics Case - +1 to Charisma (only female characters, we're not perverts here).
Necklace - +1 to Charisma.
Gold Locket - +1 to Charisma.
Back Pack - +50 to Carryweight.
Rubber Boots - +25 to Radiation and Poisoning resistances.
Combined armor modules (normal, fire, lazer and such) - When damage type that hits you meets defence module's type - damage will be decreased by 10% and durability of the module will also be decreased. Upon reaching 0 durability - module gets destroyed.
Camouflage Net - Allows user to passively get Sneak with 300 skill and 6kg Carryweight. User can't, however, do any actions, or it'll the Sneak bonus will be lost.
Talisman - +3 to Luck during check on critical miss probability, +0-3 to Luck during check on critical damage defence, +3 to Luck during check on chances being poisoned or radiated by NPCs.
Exoskeleton Arm - +3 to Strength for weapon strength malus calculation (stacks with Weapon Handling perk). -1 Agility. Craftable (Science, Repair, Doctor or Pharmacologist level 4).
Hazmat Suit - Immunity to Radiation. Immunity to Poison (except gas and critical injury poison).
LBV88 Vest - -1 AP for Reload (doesn't stack with perk "Optimization"). -1 AP for using superstimpacks. Rare as diamond in pile of shit, can be obtained by helping Lee caravan.
[ TsBiZ ]
You don't need this shitty quests, you evil PK.
Maybe, later, when NPCs will be translated...