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{{Referenced rewrite needed|General claim and reference check}}
[[Image:Radiated.gif|right]]{{Games|FO1|FO2|FO3|FNV|FOT|FOBOS|VB|FOBOS2|FOT2|FOW|JES|FOOL}}
 
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[[File:FO3 V87 entry.jpg|thumb|240px]]
   
{{Quotation|Some call it the Phantom Death, 'cause that's what it is. You can't see it, you can't hear it,
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{{Quotation|Some call it the Phantom Death, 'cause that's what it is. You can't see it, you can't hear it, you can't even smell it. It basically builds up in your system. You never feel it until it's too late.|[[Jacob (Hub)|Jacob]]|''[[Fallout]]''}}
you can't even smell it. It basically builds up in your system. You never feel it until it's too late.|[[Jake (Hub)|Jake]]|''[[Fallout]]''}}
 
   
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'''Ionizing radiation''' is any form of electromagnetic radiation that can detach electrons from atoms or molecules, ionizing them. Radiation is made up of energetic subatomic particles, atoms moving at high speeds, and electromagnetic waves on the higher spectrum of energy. Due to its nature, radiation cannot be detected by human senses, requiring special instrumentation, and is used in a variety of applications both civilian and military. However, exposure to ionizing radiation, specifically gamma rays, results in damage to living tissue or hazardous mutations.<ref>The [[Sole Survivor]]: ''"Sure. Sounds fun."''<br />[[Duff (Fallout 4)|Duff]]: ''"{{Tooltip|Yes! Love that enthusiasm.|Happy}} {{Tooltip|Now we all talk about radiation like it's a single thing, but it's actually a term referring to dozens of different ionizing rays. You have X-Rays, Beta Rays, Gamma Rays... But which one are we most worried about? The one most associated with the big, old bombs 200 years ago?|like you're on TV, teaching a show about science, but the player is just a few feet away from you / Happy}}"''<br />The Sole Survivor: ''"Gamma rays?"''<br />Duff: ''"{{Tooltip|That's right!|Happy}} {{Tooltip|Now. Gamma rays are bad. Really bad. If your body absorbs too much of that kind of radiation, you'll suffer from fatigue, anemia, even death. But some life forms have been living with Gamma radiation exposure for two centuries now, and they've adapted. Neat, huh?|like you're on TV, teaching a show about science, but the player is just a few feet away from you}}"''<br />([[DoctorDuff.txt|Duff's dialogue]])</ref>
'''Radiation''' is the chief delayed effect of a nuclear explosion. It has long lifetimes (half-lives ranging from days to millennia). The primary source of these products is the debris left from fission reactions. A potentially significant secondary source is neutron capture by non-radioactive isotopes both within the bomb and in the outside environment. Radiation is a very important element in Fallout and is also considered to be an innovative feature throughout the games of the series.
 
   
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==Overview==
==Nature of radiation==
 
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{{main|Nuclear fallout}}
 
Short-lived isotopes release their decay energy rapidly, creating intense radiation fields that also decline quickly. Long-lived isotopes release energy over long periods of time, creating radiation that is much less intense but more persistent. Fission products thus initially have a very high level of radiation that declines quickly, but as the intensity of radiation drops, so does the rate of decline.
 
Short-lived isotopes release their decay energy rapidly, creating intense radiation fields that also decline quickly. Long-lived isotopes release energy over long periods of time, creating radiation that is much less intense but more persistent. Fission products thus initially have a very high level of radiation that declines quickly, but as the intensity of radiation drops, so does the rate of decline.
   
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==Background==
[[Image:Radiated.JPG|200x200px|left]]
 
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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. 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.<ref>[[Curse of the Wendigo - Part 1]] and [[Curse of the Wendigo - Part 2]]</ref>
These radioactive products are most hazardous when they settle to the ground as fallout. The rate at which fallout settles depends very strongly on the altitude at which the explosion occurs, and to a lesser extent on the size of the explosion. If the explosion is a true air-burst (the fireball does not touch the ground), when the vaporized radioactive products cool enough to condense and solidify, they will do so to form microscopic particles. These particles are mostly lifted high into the atmosphere by the rising fireball, although significant amounts are deposited in the lower atmosphere by mixing that occurs due to convective circulation within the fireball. The larger the explosion, the higher and faster the fallout is lofted, and the smaller the proportion that is deposited in the lower atmosphere. For explosions with yields of 100kT or less, the fireball does not rise above the troposphere where precipitation occurs. All of this fallout will thus be brought to the ground by weather processes within months at most (usually much faster). In the megaton range, the fireball rises so high that it enters the stratosphere. The stratosphere is dry, and no weather processes exist there to bring fallout down quickly. Small fallout particles will descend over a period of months or years. Such long-delayed fallout has lost most of its hazard by the time it comes down, and will be distributed on a global scale. As yields increase above 100kT, progressively more and more of the total fallout is injected into the stratosphere.
 
   
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Radioactive products were used before the war despite risks, from automobile propulsion to rocketry, fission batteries to [[Nuka-Cola Quantum (Fallout 4)|soda]], by weighing the benefits nuclear products brought to their lives. Even after the bombs fell, radiation is seen as a benefit by some, such as those who worship an undetonated atomic bomb in the [[Capital Wasteland]]'s [[Megaton]] or those worshipping radiation as a deity within a religion known as the [[Children of Atom]]. Conversely, the loosening of corporate regulations as the [[Resource Wars]] grew in intensity led to an increase in illegal dumping in various sites across the United States as a way for corporations such as [[Mass Fusion (company)|Mass Fusion]] to increase their bottom line at the expense of the environment and the society.<ref>[[Mass Fusion containment shed]]</ref><ref>[[Mass Fusion disposal site]]</ref><ref>[[Toxic waste dump]]</ref> After the war, humans can receive automated medical treatment with Auto-Docs, Sympto-matics, makeshift archways, and preventative inoculations that bolster their bodies' innate resistance to radiation.<ref>[[Vault City Inoculations]]</ref>
[[Image:Radsuit.JPG|200x200px|right]]
 
An explosion closer to the ground (close enough for the fireball to touch) sucks large amounts of dirt into the fireball. The dirt usually does not vaporize, and if it does, there is so much of it that it forms large particles. The radioactive isotopes are
 
deposited on soil particles, which can fall quickly to earth. Fallout is deposited over a time span of minutes to days, creating downwind contamination both nearby and thousands of kilometers away. The most intense radiation is created by nearby fallout, because it is more densely deposited, and because short-lived isotopes haven't decayed yet. Weather conditions can affect this considerably of course. In particular, rainfall can "rain out" fallout to create very intense localized concentrations. Both external exposure to penetrating radiation, and internal exposure (ingestion of radioactive material) pose serious health risks.
 
Explosions close to the ground that do not touch it can still generate substantial hazards immediately below the burst point by neutron-activation. Neutrons absorbed by the soil can generate considerable radiation for several hours.
 
   
==Measurement==
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==Nuclear fallout==
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[[File:Radsuit.jpg|200x200px|right]]
A rad is a unit of measurement used to measure the level of radiation in an area. When [[Vault-Tec]] created their [[vault]]s they equipped them with sensors that could detect radiation levels. This measurement is reported to the residents over the public announcement system.
 
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The global thermonuclear war at the terminal end of the [[Sino-American War]] transformed ionizing radiation into a very commonplace risk in the wasteland. 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. This is due to the nature of nuclear fission used in the bulk of nuclear weapons during the Great War. When atoms fission they can split in some 40 different ways, producing a mix of about 80 different isotopes. These isotopes vary widely in levels of stability; some are completely stable while others undergo radioactive decay with half-lives of fractions of a second. The decaying isotopes may themselves form stable or unstable daughter isotopes. The mixture thus quickly becomes even more complex, some 300 different isotopes of 36 elements have been identified in fission products. Furthermore, a significant secondary source is neutron capture by non-radioactive isotopes both within the bomb and in the outside environment.<ref name="Fo1M">[[Fallout manual]]</ref>
   
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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. However as the intensity of radiation drops, so does the rate of decline. A useful rule-of-thumb is the "rule of sevens." This rule states that for every seven-fold increase in time following a fission detonation (starting at or after 1 hour), the radiation intensity decreases by a factor of 10. Thus after 7 hours, the residual fission radioactivity declines 90%, to one-tenth its level of 1 hour. After 7*7 hours (49 hours, approx. 2 days), the level drops again by 90%. After 7*2 days (2 weeks) it drops a further 90%; and so on for 14 weeks. The rule is accurate to 25% for the first two weeks and is accurate to a factor of two for the first six months. After 6 months, the rate of decline becomes much more rapid. The rule of sevens corresponds to an approximate t^-1.2 scaling relationship.<ref name="Fo1M"/>
In [[Vault 101]] on July 13, [[Timeline#2268|2268]], the [[Vault 101 PA System|public announcement system]] reported the level of radiation -- ''"Current radiation level - 0 rads, as always."''
 
   
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The prevalence of radiation in the post-War world is due to fallout, deposited by nuclear explosions. 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. At yields of less than 100 kilotons (kT), the fireball does not reach above the troposphere and remains within precipitation regions. As such, nuclear fallout is usually deposited completely within months at the most. Explosions in the megaton range, however, cause the fireball to reach the stratosphere, and thus elevated fallout is carried globally and will continue to be deposited for months or even years. Although most of the short-lived isotopes will decay by then, such long-lived fallout would remain dangerous for a long time. Furthermore, the closer an explosion happens to the ground, the greater the amount of fallout generated. Nuclear weapons that explode close to the ground (groundbursts) will typically elevate a large amount of dirt and other debris into the atmosphere. As soil is not vaporized, but aerosolized by the explosion, this heavy particulate matter tends to deposit within minutes or days, with downwind contamination spreading it across hundreds or even thousands of kilometers depending on weather patterns. Furthermore, neutron radiation absorbed by the soil contributes to a secondary source of radiation.<ref name="Fo1M"/>
In our world, the [[Wikipedia:Rad (unit)|rad]] is a real unit, being equal to 0.01 Joules per kilogram (1 rad means 0.01 Joules of radiation was absorbed by 1 kilogram of matter), meaning '''r'''adiation '''a'''bsorbed '''d'''ose.
 
   
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[[File:Radiated.jpg|thumb]]
[[File:Ghoul_.jpg|thumb|A [[ghoul]], A former human who has absorbed a massive amount of radiation.]]
 
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Although the megaton class weapons have been largely retired by 2077, they were replaced with much smaller yield warheads. The yield of a modern strategic warhead was, with few exceptions, typically in the range of 200-750 kT. 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. 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.<ref name="Fo1M"/>
==Mutations==
 
   
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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,<ref>[[Fallen Rock cave terminal entries#Year 2078.|Fallen Rock cave terminal entries; terminal, Year 2078.]]</ref><ref>[[Year: 2078]]</ref> ranging from weeks to decades.<ref>The [[Vault Dweller]]: ''"{125}{}{What would I need a Geiger counter for?}"''<br />[[Jacob (Hub)|Jacob]]: ''"{127}{}{What do you need a Gieger counter for!? [Laughs] Though it's been 80 years or so since the bombs fell, there's still radiation around, you goof. You can't see it, never could, but it's there. Heck I'm willin' to bet you got some counts on you now. Everyone that lives in the wastes has a few RAD counts.}"''<br />([[HUBJAKE.MSG]])</ref>
The various types of mutant creatures that inhabit the wastelands were mostly caused by radiation. Mutations in these creatures may have been caused by exposure to radiation from atomic bomb explosions themselves. Because ionizing radiation (the main type of radiation from an atomic explosion) consists of very energetic photons, it is capable of detaching electrons from molecules and atoms. This makes ionizing radiation extremely dangerous for living organisms because they can alter the creature's DNA, causing mutations i.e. tissues and organs do not grow normally. It is more likely their mutations were caused by the radioactive particles released by these explosions however. Radioactive isotopes in the environment (i.e. fallout) can cause mutations if they are taken into an organism's body. For example, if a mammal ingested Ca-45, an unstable isotope of calcium, the body would regard it as normal calcium and deposit it in the creature's bones. Its accumulation there often leads to bone cancer.
 
   
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After the Great War, radiation has decayed to a habitable level. Some areas, such as [[the Glow]] and the [[Glowing Sea]], are still suffering from a lack of habitability, where a combination of nuclear strikes, damage to nuclear facilities, and environmental factors caused the natural radioactive decay rate to be greatly reduced. Such secondary cascade radiation has proven to be especially dangerous at the former West Tek research facility, which was known to overwhelm and kill anyone without the proper precautions.<ref>[[Tycho]]: ''"{154}{}{Watch out for radioactive hot spots. This place obviously sustained a direct nuclear strike, and secondary cascade radiation may be bad. I'd recommend avoiding this place completely if we can.}"''<br />([[TYCHO.MSG|Tycho's dialogue]])}}</ref> The entire region surrounding the Glow was contaminated, as discovered by a [[The Hub|Hub]] trader who tried to explore the region in 2158, only to perish.<ref name="teeth">The [[Vault Dweller]]: ''"{1012}{}{Hot}"''<br />''"{1022}{}{Spot}"''<br />''"{1032}{}{Glow}"''<br />[[Loxley]]: ''"{1112}{LOX_78}{About three years ago, one of the merchants went way down south looking for other towns. He came back all hair and teeth falling out, babbling about some huge span of radiation. Who knows, maybe something special down there before the war.}"''<br />([[LOXLEY.MSG|Loxley's dialogue]]) {{Small|'''Note:''' This line is spoken as a "tell me about" line, specifically for "Hot", "Spot", and "Glow".}}</ref>
This is where [[giant ant]]s, [[gecko (creature)|gecko]]s, [[spore plant]]s, [[radscorpion]]s, [[brahmin]], and the various mutant rodent species come from. Also, this is how [[ghoul]]s- decrepit, ragged, almost rotting, zombie-like victims of massive radiation poisoning- are made. In ''Fallout 1'', most of the ghoul population was created from vault dwellers living in [[Vault 12]] under the city of [[Bakersfield]] (better known as the [[Necropolis]] after the War). As part of the vast [[Vault Experiment Program]], the Vault 12 vault door was designed not to close properly. Thus, massive amounts of radiation leaked in affecting those within the vault, most of whom were turned into the current ghoul population. Generally, in the ''Fallout'' universe, massive exposure to radiation causes humans to die, however prolonged exposure seems to be capable of transforming people into ghouls. Also, all ghouls are completely sterile. There is only one generation of ghouls in the Wasteland and it is the last. Furthermore, the ghoul transformation grants its subjects extremely long lives. Ghouls created in the [[Great War]] of [[Timeline#2077|2077]] were still alive in [[Timeline#2241|2241]], and indeed in the ''Fallout 3'' era and ''Fallout: New Vegas'' era, circa 2277-2281. Ghouls are generally as intelligent as normal humans, though some may lose their intelligence over time and turn [[Feral ghoul|feral]]. However, their extreme ugliness and physical frailty makes the life of a ghoul difficult at best. Ghouls are naturally immune to radiation, and, in fact, are also healed by it.
 
   
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===Measurement===
Nonetheless, this fact was of little consequence to pre-War society (as you get to know in ''Fallout 3''): from automobile propulsion to moon rockets, fission batteries to a type of cola that glows in the dark, radioactive substances were used for almost any purpose, and people accepted the inevitable radiation exposure as a by-product of the immense benefits nuclear products brought to their lives. Even after "the bombs fell", the inhabitants of the "Wasteland" have no repulsion towards radioactivity: For instance, the settlement named "Megaton" is built around an undetonated atomic bomb, which is even worshiped by some people in the Children of Atom cult.
 
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A rad is a unit of measurement used to measure the level of radiation in an area. When [[Vault-Tec Corporation|Vault-Tec]] created their [[vault]]s, they equipped them with sensors that could detect radiation levels. This measurement is reported to the residents over the PAS (public announcement system). In [[Vault 101]] on July 13, [[Timeline#2268|2268]], the [[Vault 101 PA System|public announcement system]] reported the level of radiation, ''"Current radiation level - 0 rads, as always."''
   
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The [[Wikipedia:Rad (unit)|rad]] is a real unit meaning '''r'''adiation '''a'''bsorbed '''d'''ose. It is equal to 0.01 [[Wikipedia:Gray (unit)|gray]]. 1 gray means 1 joule of ionizing radiation was absorbed by 1 kilogram of matter, so 1 rad means 0.01 joules of radiation was absorbed by 1 kilogram of matter. [[Wikipedia:Sievert|Sieverts]], another scientific unit of measurement, is less frequently used.<ref>[[Nick Valentine]]: ''"{{Tooltip|Unless you're looking to suck down some sieverts, I recommend we move out.|Finding a cache of radioactive barrels in an old barn. / Neutral}}"''<br />([[CompanionNickValentine.txt|Nick Valentine's dialogue]]) {{Small|'''Note:''' This line is spoken at [[Jalbert Brothers Disposal]], specifically at the barn with the barrels.}}</ref>
==Radiation in the Fallout World==
 
Much of the pre-War Fallout world revolved around the use of radiation. From fission cars to using radiation in soft drinks, most of the world was comfortable with the persistent effects of radiation in their daily lives. This may account for large quantities of [[RadAway]] and [[Rad-X]] that can be found in the Fallout Universe, being used for common treatment of radiation poisoning among citizens.
 
   
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A wide variety of tools have been created to monitor the presence and intensity of radiation fields. The [[Wattz Electronics]] C-Radz Geiger counter is one of the oldest and most reliable methods,<ref>''[[Fallout]]'' and ''[[Fallout 2]]'' item description: ''"{5200}{}{Geiger Counter}"''<br />''"{5201}{}{A Wattz Electronics C-Radz model Geiger Counter. Detects the presence and strength of radiation fields.}"''<br />([[PRO ITEM.MSG (Fallout)]], [[PRO ITEM.MSG (Fallout 2)]])</ref> with Geiger counters included by default in later models of [[Pip-Boy]] personal information processors issued to [[vault]] dwellers.<ref>[[Vault Dweller]]: ''"{125}{}{What would I need a Geiger counter for?}"''<br />[[Jacob (Hub)|Jacob]]: ''"{127}{}{What do you need a Gieger counter for!? [Laughs] Though it's been 80 years or so since the bombs fell, there's still radiation around, you goof. You can't see it, never could, but it's there. Heck I'm willin' to bet you got some counts on you now. Everyone that lives in the wastes has a few RAD counts.}"''<br />([[HUBJAKE.MSG|Jake's dialogue]])</ref>
Generally, the primary source of exposure to radiation is via irradiated food and drink. Most water sources, especially prior to the activation of [[Project Purity]], are irradiated. Various water sources will differ in the concentration of radiation and drinking from an irradiated source will always be more hazardous than coming into contact with the water.
 
   
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===Radstorms===
Craters left by nuclear warheads are also usually areas of highly concentrated radiation, such as outside [[Vault 87]] in ''[[Fallout 3]]'' or at [[Black Mountain]] in ''[[Fallout: New Vegas]]''.
 
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[[File:FO4_RadiationStorm.png|thumb|240px|A radiation storm in ''Fallout 4'']]
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{{Main|Radstorm}}
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Radstorms are natural weather phenomena that occur throughout [[the Commonwealth]] and in [[Appalachia]]. Radstorms result in green overcast skies, high-speed winds, lightning, and radioactive wind from latent radiation of local areas. The storms don't last long, typically around one hour. 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.<ref>[[Fallout 4 loading screens]]: ''"The Commonwealth is occasionally plagued by radiation storms that blow in from the Glowing Sea, far to the southwest."''</ref>
   
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==Effects on living organisms==
Another primary source of radiation is from toxic waste dumped pre-War. These brown and white barrels can often be found in various locations, usually emitting low to medium levels of radiation in a close vicinity. Areas emitting higher levels in wider areas can be found at larger dump sites throughout the Fallout universe. Despite our real-world restrictions preventing the dumping of toxic waste, despite protests, the pre-War Fallout universe seemed to have no such restrictions and dumping was not uncommon due to the high yields of toxic waste created from various forms of production and experiments. In ''New Vegas'' at the [[REPCONN Headquarters]], during the visitor tour of the facility you can read several information plaques that mention their dumping of toxic waste (and even being allowed to place waste inside certain government-backed public schools) and its (believed) apparent harmless effects.
 
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Radiation is harmful to living organisms. In humans, exposure to radiation almost invariably causes health complications, with their severity depending on the level of exposure. Symptoms include blood pooling in the gums, anemia,<ref>[[Fallout 4 doctors|Generic doctors in ''Fallout 4'']]: ''"Blood pooling in the gums. Signs of anemia. Yeah. We better clean you up."''<br />([[DialogueGenericDoctors.txt]])</ref> fatigue, nausea, vomiting, violent hemorrhages, loss of hair, teeth,<ref name="teeth" /> and skin, gastrointestinal bleeding, bloat, diarrhea, and ultimately, death.<ref>''Fallout'' and ''Fallout 2'' radiation poisoning descriptions: ''"{1000}{}{You feel very nauseous.}"''<br />''"{1001}{}{You feel very nauseous, and after some mild vomiting, slightly fatigued.}"''<br />''"{1002}{}{You are very fatigued, the vomiting does not stop, and your recovery time is impaired.}"''<br />''"{1003}{}{You are hemorrhaging violently. You are very sick, and your hair is falling out.}"''<br />''"{1004}{}{You are hemorrhaging violently and continuously. The vomitus is stained red from your blood. Your skin is falling off of your bones.}"''<br />''"{1005}{}{There is bleeding from your intestines and you have severe diarrhea. You feel bloated and are in intense agony.}"''<br />''"{1006}{}{You have died from radiation sickness.}''"<br />([[MISC.MSG (Fallout)]] and [[MISC.MSG (Fallout 2)]])</ref> Even if treated, radiation exposure can also lead to persistent mutations at a genetic level.<ref>The [[Chosen One]]: ''"You're so damn sure of yourself, aren't you?"''<br />[[Charles Curling]]: ''"{153}{}{Shouldn't I be? Our research on the villagers clearly shows changes to their DNA. It's a natural result of all the background radiation.}"''<br />([[QCCURLNG.MSG]])</ref><ref>[[Fallout 2 endings]]: "''Over the next few years, the background radiation from Gecko's power plant began to cause mutations in the Vault City population, forcing the Citizens to relocate to NCR.''"</ref><ref>[[Fallout 76 mutations]]</ref> It can also lead to sterility.<ref name="PhyllisPregnant">The [[Chosen One]]: ''"{252}{}{You know, background radiation might be resulting in sterility or even worse, chromosomal damage. Might be worth checking out.}"''<br />[[Phyllis]]: ''"{255}{}{You know, I was thinking the same thing. Maybe I should mention it to Dr. Troy. He's been too busy to look into it recently, but the next pregnancy cycle IS coming up, so...}"''<br />The Chosen One: ''"{257}{}{Mentioning it to Dr. Troy would be a good idea. Good luck.}"''<br />([[Vcnancy.msg]])</ref><ref>[[Myron]]: ''"{411}{}{I need some Rad-away before the radiation eats my Gnads-away.}"''<br />([[NhMyron.msg]])</ref> The threat of radiation exposure is particularly severe among those without access to clean water, such as the segregated groups of [[Vault City]].<ref>[[Charlie (Fallout 2)|Puking Charlie]]</ref>
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===Mutations===
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[[File:FO01 NPC Set.png|right|thumb|200px]]
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{{Main|Mutations}}
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The amount of radiation and biochemical agents<ref>[[Vree's autopsy report]]</ref> released during, before, and after<ref>Safety barrels, chemical barrels and general [[toxic waste]] are hazards of the [[wasteland]].</ref> The [[Great War]] led to major changes in the biosphere, impacting the plants that could be grown when compared to before the war.<ref>The [[Chosen One]]: ''"{5725}{}{Fine, fine. What was the problem with making barbiturates?}"''<br />[[Myron]]: ''"{726}{myn113b}{Problem is, in the new climate, we can't grow most of the veggies needed for the best drugs.}"''<br />([[NhMyron.msg|Myron's dialogue]])</ref>
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Its presence has induced widespread mutations in [[flora]] and [[Creature|fauna]], leading to the emergence of giant versions of regular species. The radiation-induced mutation is behind many of the staples of post-War United States, such as [[radscorpion]]s, [[gecko (creature)|gecko]]s, [[spore plant]]s, and [[brahmin]].<ref>[[Brahmin (Fallout)|Brahmin]] creature description: ''"{101}{}{The brahmin's extra head is probably the result of a regular cow being exposed too soon to radiation.}"''<br />([[ACBrahmn.msg]])</ref><ref name="Razl1">[[Vault Dweller]]: ''"{145}{}{What do you know about Radscorpions?}"''<br >[[Razlo]]: ''"{153}{}{Not too much. They seem to be extremely large versions of the north American Emperor scorpion. Contrary to my medical knowledge, their poison has grown more potent, not diluted, as I would expect. Seth has been hunting them, which helps some of my tests.}"''<br />Razlo: ''"{154}{}{And how such a large creature can even be possible by natural evolution, or even radiation induced mutation is beyond me.}"''<br />The Vault Dweller: ''"{157}{}{Anything else?}"''<br />Razlo: ''"{158}{}{They seem to be sensitive to light. Nocturnal. If I could get a sample of their poison, especially the venom production sac located in their tail, I could create an anti-venom.}"''<br />([[RAZLO.MSG|Razlo's dialogue]])</ref>
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Some humans may also become mutated by radioactive exposure. Although most will die after exposure, a combination of factors can cause them to become [[ghoul]]s, humans who resemble walking corpses and have extended lifespans.<ref name="Wooz">The [[Chosen One]]: ''"Tell me about this place."''<br />[[Wooz]]: ''"Not much to tell, really. Just a bunch of ghouls clinging tenaciously to the ass-end of life."''<br />The Chosen One: ''"No, I meant tell me about this bar."''<br />Wooz: ''"Well, the Harp’s named after a favorite hangout that I used to have before the war. I guess it’s just a reminder of times past. Sort of a joke on the only way we’re going to get a better deal, too."''<br />The Chosen One: ''"Before the war? But that was a long time ago."''<br />Wooz: ''"It sure was a long time ago. How do you think ghouls are made? You think some of us just got up one fine day and said to ourselves: "Gee, I wonder what it’d be like to have my flesh rotting off my fucking body?""''<br />The Chosen One: ''"Well, no, I didn’t. Say, how do you make a ghoul?"''<br />Wooz: ''"With silver-bells and cockleshells and… Boy, you are dumb, aren’t you? Severe radiation. That’s how. How do you think? You know, many bombs go boom, flash of light and heat, flesh burns off, but you don’t-quite-die-type severe radiation?"''<br />The Chosen One: ''"Uh well, I mean…"''<br />Wooz: ''"Well, I didn’t think so. Fuck you very much for bringing back all those intensely painful memories. Asshole. We’re a town of fucking leftovers -— slightly overcooked leftovers."''<br />The Chosen One: ''"I prefer medium-rare myself. Hey, let me ask you something else."''<br />([[GCWOOZ.MSG|Wooz's dialogue]])</ref> They are immune to the negative effects of radiation. A majority of ghouls are little more than shambling corpses, while a minority retain their faculties. Ghouls have a chance to become a glowing one or a glowing feral due to the accumulation of radioactive poisoning, subsequently emitting radiation and lacking body heat.<ref>The [[Lone Wanderer]]: ''"Can you tell me more about these unidentified persons?"''<br />[[M.A.R.Go.T.]]: ''"My apologies. My sensing equipment in that area must be damaged. My equipment indicates the persons possess no internal body heat and are emitting lethal levels of radiation."''<br />([[DLC03Margot.txt|M.A.R.Go.T.’s dialogue]])</ref> Most mutated lifeforms are similarly immune to radiation but may become "glowing" by accumulating exposure, with a distinct green glow accompanying them, together with a radioactive "cloak" that poisons their surroundings.<ref>Glowing creatures in ''[[Fallout 4]]'' and ''[[Fallout 76]]''</ref>
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==Highly irradiated locations==
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;''Fallout''
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* [[The Glow]], with instant death awaiting any who venture without significant Rad-X and RadAway.
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;''Fallout 2''
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* [[Fallout 2 special encounters#Toxic waste dump|Toxic Waste Dump encounter]].
  +
* [[Gecko's nuclear power plant]], especially the reactor core.
  +
  +
;''Fallout 3''
  +
* [[Vault 87]] entrance: Maximum 3933 rads/second, the highest level of radiation in the game.
  +
* [[The Pitt]]'s [[Monongahela River]]: Between 200-800 rads/second near the bridge, maximum is 2,665 rads/second in the river east of the bridge.
  +
* Near the [[G.E.C.K. (Fallout 3)|G.E.C.K.]] in Vault 87: 1-400 rads/second.
  +
* The crashed [[Delta IX rocket]] near the [[Statesman Hotel]]: Around 40 rads/second near the front of the rocket.
  +
* The chamber inside [[Project Purity]] during the quest [[Take it Back!]]: Around 17-30 rads/second.
  +
* [[The Hole (The Pitt)|The Hole]] in The Pitt add-on: Around 17 rads/second.
  +
* [[Megaton ruins]]' perimeter (if Megaton is blown up in [[The Power of the Atom]]): 1-13 rads/second.
  +
* [[Holy Light Monastery]] and [[Olney Powerworks]] in ''[[Broken Steel]]'' (if the [[Fallout 3 traps#Radiation trap|radiation traps]] are active): 9-15 rads/second.
  +
* [[Wheaton Armory]], inside the main building: As high as 13 rads/second in the silo room.
  +
* The remains of the [[White House]]: About 8 rads/second.
  +
  +
;''Fallout: New Vegas''
  +
* [[Camp Searchlight]], with as much as 28 rads per second in the town center.
  +
* [[Jack Rabbit Springs]]: A series of hot springs containing [[Centaur (Fallout: New Vegas)|centaurs]], peaking at 10 rads/second when swimming.
  +
* [[Cottonwood crater]] is a nuclear impact site, located south of Cottonwood Cove. It has a pool of irradiated water in the middle, with golden geckos walking around. Levels peak at 7 rads/second.
  +
* [[Crescent Canyon east]]/[[Crescent Canyon west|west]], with barrels of radioactive material lying around. This area has a maximum of 5-6 rads/second.
  +
* [[Vault 34]] contains constant background radiation (+1), reaching up to +5 in the lower levels and +13 by the barrels in the cave entrance.
  +
* [[The Devil's Throat]]: +6 near the barrels and water
  +
* Around and near [[Black Mountain]]: +4 near the crater for the maximum.
  +
* [[Cottonwood Cove]]: If the [[Courier]] releases the radioactive barrels, the exterior camp will become slightly irradiated, though interior areas will not.
  +
* [[Mesquite Mountains crater]]
  +
* [[Powder Ganger camp west]]: Located near here (left at the Corvega billboard when heading south) is a puddle with many toxic barrels producing 3 rads/second at its peak.
  +
* Outside of the [[old nuclear test site]], the crater gets up to 20 rads/second.
  +
* [[Toxic dump site]] area is slightly irradiated.
  +
* To the south of [[Poseidon gas station]], there is a large patch of toxic barrels and irradiated mud.
  +
* {{Icon|FNVLR|link=Lonesome Road (add-on)}} The edge of the crater at the [[Long 15]] emits 20 rads/second.
  +
* {{Icon|FNVLR}} Ground zero at [[Dry Wells]] gets up to 250 rads/second, with the edge of the crater causing 35 rads/second.
  +
* {{Icon|FNVLR}} Center of [[the Courier's Mile]] with 25 rads/second.
  +
  +
;''Fallout 4''
  +
* [[Glowing Sea]], with as much as 300 rads/second in the crater center (radiation storms increase radiation even further).
  +
* Just south of [[County crossing]], there are two decayed nuclear reactors, that get up to 57 rads/second if the player is right next to them.
  +
* At [[Swan's Pond]], there are two areas with high radiation, as well as the pond, which is a constant 10 rads/second. In the open shed and the gazebo, there are toxic waste barrels that radiate with up to 40 rads/second in the shed, and up to 70 rads/second in the gazebo.
  +
[[File:F4 ss mass fusion reactor water rads.jpg|240px|thumb|Pip-Boy Geiger counter displaying maxed out rad reading.]]
  +
* At [[Mass Fusion building]], the reactor room can reach up to 153 rads/second in front of the [[beryllium agitator]]. Standing in the water at the bottom of the reactor room can irradiate one up to 45 rads/second. However, if one were to wear the [[Robes of Atom's Devoted]]<sup>{{Icon|FO4FH}}</sup> outfit, become fully radiated beforehand (which grants the wearer immunity from dying to radiation exposure), and then drink the water at the bottom of the reactor – the Pip-Boy Geiger counter will show a maxed out reading of 9999 rads/second implying the actual levels of radiation from ingesting the water could be much higher. Drinking the water without wearing ''Robes of Atom's Devoted'' and being fully irradiated will cause instantaneous death. A hazmat suit is located in a small room attached to the room before.
  +
* [[Hugo's Hole]] is just north of [[Dunwich Borers]]. The player character must go through toxic barrels reaching at high as 60 rads/second and a machine gun turret to reach the end.
  +
* At [[Mass Fusion containment shed]], radiation levels can go up to 67 rads/second.
  +
* At the center of [[The Institute (location)|the Institute]]'s upgraded reactor, radiation levels reach 90 rads/second.
  +
* Around [[Cambridge crater]].
  +
* During a [[radstorm]].
  +
* Around [[crater house]].
  +
* On [[the Island]] while traveling through [[the Fog]].
  +
* On the Island while near or in [[the Nucleus]].
  +
  +
;''Fallout 76''
  +
[[File:FO76 RadAway.png|right|thumb|100px|A RadAway intravenous bag]]
  +
* Any area affected by a [[nuke]].
  +
* [[Emmett Mountain disposal site]]
  +
* [[Federal Disposal Field HZ-21]]
  +
* [[Fissure site]]s
  +
* The crater near the [[monorail elevator]].
  +
* During a radstorm.
  +
{{clear}}
   
 
==In-game effects==
 
==In-game effects==
 
===''Fallout'', ''Fallout 2'', ''Fallout Tactics''===
 
===''Fallout'', ''Fallout 2'', ''Fallout Tactics''===
  +
<div style="float:right; margin-left: 10px">
{{Transcluded|Radiated}}
 
  +
{| style="margin:0" class="va-table"
{{transcludesection|article=Radiated|section=Radiated|options=nointro}}
 
  +
!Rads
  +
!Message
  +
![[Healing Rate|HR]]
  +
!C[[Hit Points|HP]]<span style="font-weight: normal">¹</span>
  +
![[Strength|ST]]
  +
![[Perception|PE]]
  +
![[Endurance|EN]]
  +
![[Charisma|CH]]
  +
![[Intelligence|IN]]
  +
![[Agility|AG]]
  +
|-
  +
|'''0-149'''
  +
|very nauseous
  +
|
  +
|
  +
|
  +
|
  +
|
  +
|
  +
|
  +
|
  +
|-
  +
|'''150-299'''
  +
|slightly fatigued
  +
|
  +
|
  +
| -1
  +
|
  +
|
  +
|
  +
|
  +
|
  +
|-
  +
|'''300-449'''
  +
|vomiting does not stop
  +
| -3
  +
|
  +
| -1
  +
|
  +
|
  +
|
  +
|
  +
| -1
  +
|-
  +
|'''450-599'''
  +
|hair is falling out
  +
| -5
  +
| -5
  +
| -2
  +
|
  +
| -1
  +
|
  +
|
  +
| -2
  +
|-
  +
|'''600-999'''
  +
|skin is falling off
  +
| -10
  +
| -15
  +
| -4
  +
| -3
  +
| -3
  +
| -3
  +
| -1
  +
| -5
  +
|-
  +
|'''1000+'''
  +
|intense agony
  +
| -10
  +
| -20
  +
| -6
  +
| -5
  +
| -5
  +
| -5
  +
| -3
  +
| -6
  +
|}<span style="font-size:75%; float:right; margin-top: -.33em">¹ Current Hit Points</span></div>
   
  +
The character has a hidden radiation ("Rad") count that can be checked with a [[Geiger counter (Fallout)|Geiger counter]]. This rad count causes the effect of "radiated" to appear. As the count increases, further radiation poisoning occurs. Merely being "radiated" incurs no penalty. If the rad count gets high enough, [[SPECIAL]] stats begin to drop, and if any of these drop to zero due to poisoning, the character dies. Also, should the character survive to maximum irradiation (1000 rads) (as in their stats do not reach zero), the character has 24 hours to use enough RadAway to get themselves below 1000 rads or they will die. Radiation can be healed by [[RadAway (Fallout)|RadAway]] and [[Rad-X (Fallout)|Rad-X]] and [[Vault City Inoculations]] can modify [[Radiation Resistance]].
====Notes====
 
  +
{{clear}}
{{transcludesection|article=Radiated|section=Radiated notes|options=nointro}}
 
   
 
===''Fallout 3''===
 
===''Fallout 3''===
Line 87: Line 239:
 
|}
 
|}
   
Eating and drinking most food items or entering an irradiated zone causes the player to gain rads. The player loses [[S.P.E.C.I.A.L.]] attributes at certain thresholds, and dies at 1000 rads. Radiation does not directly affect your hit points; however, through penalties affecting Endurance, the player's Max health may be lowered.
+
Eating and drinking most food items or entering an irradiated zone gives the [[Lone Wanderer]] rads. [[S.P.E.C.I.A.L.]] attributes drop at certain thresholds, and radiation poisoning kills the Wanderer at 1000 rads. Radiation does not directly affect hit points, through penalties affecting Endurance, Maximum Health may be lowered.
   
The [[Pip-Boy 3000]]'s dosimeter will appear in the upper right whenever you are exposed. There are five major ticks (200, 400, 600, 800, and 1000 rads), with minor ticks at multiples of 66.67, e.g., 67, 133, 200, 267, 333, 400, etc. You can also check your rad status in your Pip-Boy to see your rad resistance and rad level.
+
The [[Pip-Boy 3000]]'s dosimeter will appear in the upper right during exposure. There are five major ticks (200, 400, 600, 800, and 1000 rads), with minor ticks at multiples of 66.67, e.g., 67, 133, 200, 267, 333, 400, etc. The rad status can also be checked in the Pip-Boy to see rad resistance and rad level. There is also a dial in the upper-left of the Pip-Boy that shows the approximate radiation level. This meter is difficult to read due to the needle's constant movement.
   
  +
Rad exposure is usually limited; only very rarely will zones be so irradiated that venturing into them results in a quick death. One needs to stand in +1 rad water for a significant time and more generally it is possible to move through radioactive water dozens of times before reaching the 200 rad threshold. Rads can be flushed by:
There is also a dial in the upper-left of your Pip-Boy that shows the approximate radiation level. This meter is difficult to read however, due to the needle's constant movement.
 
  +
* Paying 100 [[Bottle caps|caps]] to a doctor to remove all rads.
  +
* Using a RadAway, depends on [[Medicine]] skill (max -150 rads).
  +
* Using the [[My First Infirmary|personal infirmary]] to remove all rads.
  +
* The [[Rad Absorption]] perk slowly decreases the radiation level.
  +
* The [[Nuclear Anomaly]] perk gets rid of all rads upon activation.
  +
* {{Icon|FO3PL}} Consuming certain foods, such as [[Cave fungus (Fallout 3)|cave fungus]] or [[Wild punga fruit|wild]] and [[refined punga fruit]].
  +
* The VR simulator at the Outcast compound in the ''[[Operation: Anchorage (add-on)|Operation: Anchorage]]'' quest also completely flushes the user of radiation.
   
  +
Radiation can be resisted by equipping certain types of [[Fallout 3 armor and clothing|apparel]], such as [[radiation suit]]s or [[power armor]]. A dose of the [[Fallout 3 drugs and edibles#Drugs|chem]] Rad-X also grants the player character [[radiation resistance]] based on their Medicine skill, but the effects do not stack. This resistance is applied to all sources of radiation, from the external environment to irradiated [[Fallout 3 drugs and edibles|consumables]].
Rad exposure is usually limited; only very rarely will zones be so irradiated that venturing into them results in a quick death. You have to stand in +1 rad water for a ''long'' time to die (16 minutes and 40 seconds), and more generally, you can splash briefly through radioactive water dozens of times before you reach the barely-annoying 200 rad threshold.
 
   
  +
The [[Lead Belly]] perk halves the rads taken from any irradiated water drank while the [[Rad Resistance]] and [[Cyborg (perk)|Cyborg]] perks raise the overall radiation resistance. Also, if completed the 'contract radiation sickness' part of [[Wasteland Survival Guide (quest)|Wasteland Survival Guide]] with a reading of 600 rads or more (the optional objective), the [[Rad Regeneration]] perk is given.
The quickest way to die of massive exposure is near the surface entrance to [[Vault 87]], where radiation can reach up to 3,932 rads per second. (It's possible to reach the entrance by frequently pausing to use RadAway, but you need tons of it.) Jumping into the river off the [[Pitt Bridge]] is the second quickest way, reaching upwards of 600 rads a second. Trying to enter the [[Garden of Eden Creation Kit|G.E.C.K.]] chamber of Vault 87 is the third quickest way. Although it starts at 1 rad per second, it virtually doubles every couple of seconds, until you're receiving about 400 rads per second. Also, if you use the save-before-you-fall [[The Pitt bugs|glitch]], the mouth of the blast furnace in the [[Steelyard]] is upward of 400 rads a second.
 
   
  +
All non-player characters are immune to radiation. This explains why non-player characters like [[Confessor Cromwell]] (who stand in irradiated water at almost all times) do not die from radiation poisoning.
Rads can be flushed by:
 
  +
Certain enemies, such as [[glowing one]]s or [[centaur]]s, have radiation-based attacks that can give the player character rads. Nearly any puddle of filth-infested liquid will contain at least some rads per second, while most of these similar puddles in ''Fallout: New Vegas'' do not contain any rads at all.
* Paying 100 [[Bottle caps|caps]] to a doctor to remove all rads
 
* Using a [[RadAway]] to remove a variable amount of rads, depending on player's [[Medicine]] skill (Max. -150 rads)
 
* Using your [[My First Infirmary|personal infirmary]] to remove all rads
 
* The [[Rad Absorption]] perk slowly decreases your radiation level
 
* The [[Nuclear Anomaly]] perk gets rid of all rads on activation
 
* Consuming certain foods, such as [[Cave fungus (Fallout 3)|cave fungus]] or [[Wild punga fruit|wild]] and [[refined punga fruit]]. (Punga fruits are found only with the ''[[Point Lookout (add-on)|Point Lookout]]'' [[Fallout 3 add-ons|add-on]] installed.)
 
   
  +
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." At this instant, it will not kill but exiting the Pip-Boy without using any item that would lower the radiation below 1001 ''will'' be instantly fatal.
Radiation can be resisted by equipping certain types of [[Fallout 3 armor and clothing|apparel]], such as [[radiation suit]]s or [[power armor]]. A dose of the [[Fallout 3 drugs and edibles#Drugs|chem]] [[Rad-X]] also grants the player a [[radiation resistance]] based on his or her Medicine skill, but the effects do not stack. This resistance is applied to all sources of radiation, from the external environment to irradiated [[Fallout 3 drugs and edibles|consumables]].
 
   
  +
The [[Fallout 3 add-ons|add-on]] ''[[The Pitt (add-on)|The Pitt]]'' introduces the most irradiated food item in the game, [[Slop]], having 25 rads per serving. Eating 40 servings of Slop, without some form of rad-cleansing in-between meals, is lethal to the consumer.
The [[Lead Belly]] perk halves the rads you take from any irradiated water you drink while the [[Rad Resistance]] and [[Cyborg (perk)|Cyborg]] perks raise your overall radiation resistance. Also, if you complete the 'contract radiation sickness' part of [[The Wasteland Survival Guide (quest)|The Wasteland Survival Guide]] with a reading of 600 rads or more (the optional objective), you gain the [[Rad Regeneration]] perk.
 
 
In ''Fallout 3'', all non-player characters are immune to radiation. This explains why non-player characters like [[Confessor Cromwell]] (who stands in irradiated water at almost all times) don't die from radiation poisoning.
 
Certain enemies, such as [[glowing one]]s or [[centaur]]s, have radiation-based attacks that can increase the player's rads.
 
   
 
===''Fallout: New Vegas''===
 
===''Fallout: New Vegas''===
''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 a new perks, [[Rad Child]] and [[Atomic!]]
+
''Fallout: New Vegas'' uses the same radiation mechanics as ''Fallout 3'', keeping some perks that help against radiation, such as [[Lead Belly]], [[Rad Resistance]] and [[Rad Absorption]], while adding two new perks, [[Rad Child]] and [[Atomic!]] that grant benefits from being irradiated. Ways to remove radiation poisoning include:
  +
* Using [[RadAway (Fallout: New Vegas)|RadAway]].
  +
* Seeing a [[Fallout: New Vegas doctors|doctor]].
  +
* Consuming [[Cave fungus (Fallout: New Vegas)|cave fungus]].
  +
* {{Icon|FNVOWB}} Using the [[Auto-Doc]] in [[Big MT]]'s [[the Sink]].
  +
* {{Icon|FNVLR}} Taking the [[Irradiated Beauty]] perk which removes rads while sleeping.
  +
* {{Icon|FNVLR}} Consuming [[fiery purgative]].
   
  +
===''Fallout 4''===
Ways to remove radiation poisoning include
 
  +
The radiation system has been retooled so that radiation decreases max health as radiation poisoning rises. The rate is 1% of HP per 10 rads; this means that 1000 is still the fatal level as in previous games. In addition, <section begin=radiationdamage />''Fallout 4'' features radiation damage as a damage type that can appear on weapons. This is actually composed of two different types of radiation damage, one of which will be referred to here as "poisoning" and the other as "damage" for clarity.
* [[RadAway (Fallout: New Vegas)|RadAway]]
 
* Seeing a [[Fallout: New Vegas doctors|doctor]]
 
* Using the [[Auto-Doc]] in [[Big MT]]'s [[The Sink]].
 
* The [[Irradiated Beauty]] perk in ''[[Lonesome Road (add-on)|Lonesome Road]]'' removes rads while sleeping.
 
* [[Fiery purgative]]
 
* [[Cave fungus (Fallout: New Vegas)|Cave fungus]]
 
   
  +
Radiation poisoning is the more common type; for example, it is the effect on all "irradiated" [[Fallout 4 legendary weapon effects|legendary weapon prefixes]] and the [[gamma gun]]. This functions exactly like environmental radiation in Fallout 4: 10 points of radiation poisoning will reduce max health by 1%. This gets reflected as actual damage, even if a character is at full health. Moreover, since this directly affects maximum health, this is damage that can't be healed. Even legendary enemy mutations or the {{Console|resethealth}} console command will restore health only up to any limits from radiation poisoning.
==Highly irradiated zones==
 
===''Fallout''===
 
* [[The Glow]], with instant death awaiting any who venture without lots of Rad-X and RadAway.
 
   
  +
Health loss from radiation poisoning as well as the radiation poisoning itself is unaffected by difficulty settings. 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). Radiation poisoning is not influenced by damage bonuses (such as from taking [[Psycho (Fallout 4)|Psycho]]). Only [[Nuclear Physicist]] appears to increase radiation poisoning.
===''Fallout 2''===
 
* [[Fallout 2 special encounters#Toxic waste dump|Toxic Waste Dump encounter]], which is the only significant source of radiation in the game.
 
   
  +
The game distinguishes between radiation ''immunity'' (present on e.g. [[super mutant]]s) and resistance (present in high quantities on e.g. [[Feral ghoul (Fallout 4)|feral ghouls]]). This is important because some weapons do pure radiation damage that ignores radiation immunity. These weapons are still affected by radiation resistance, so they will do more damage to an "immune" target than one with high resistance. Groups such as the [[Church of the Children of Atom|Children of Atom]] have weaponized radiation to create traps and even handheld weapons ranging from [[Gamma gun|improvised pistols]] to [[Radium rifle|automatic rifles]] and grenades.
===''Fallout 3''===
 
All numbers assume no protection.
 
* [[Vault 87]] entrance (maximum ~3999 rads/second), the highest level of radiation you will ever find in the game
 
* [[The Pitt (add-on)|The Pitt's]] [[Monongahela River]] (600 rads/second).
 
* Near the [[G.E.C.K]] in Vault 87 (1-400 rads/second).
 
* The crashed [[Delta IX rocket]] near the [[Statesman Hotel]] (around 40 rads/second near the front of the rocket).
 
* The chamber inside [[Project Purity]] during the quest [[Take it back!]] (around 17-30 rads/second).
 
* [[The Hole (The Pitt)|The Hole]] in The Pitt add-on (around 17 rads/second).
 
* [[Megaton Ruins]]' perimeter if you blow it up in [[The Power of the Atom]] (1-13 rads/second).
 
* [[Holy Light Monastery]] and [[Olney Powerworks]] in [[Broken Steel]], if the [[Fallout_3_traps#Radiation_trap|radiation traps]] are active (9-15 rads/second).
 
* [[Wheaton Armory]], inside the main building (as high as 13 rads/second in the silo room).
 
* The remains of [[White House]], which house about 8 rads per second.
 
   
  +
Pure radiation damage is rare. For example, [[Lorenzo's Artifact]] has a radiation damage component that does pure damage. It will not inflict radiation poisoning on the enemy unless it is [[Fallout 4 legendary weapon effects#Legendary weapon prefixes|Irradiated]]. Ways to remove radiation poisoning:
===''Fallout: New Vegas''===
 
  +
* [[RadAway (Fallout 4)|RadAway]], amount cured varies with the [[Medic (Fallout 4)|Medic]] perk (from 0 to 4 ranks: 300, 400, 600, 800, 1000) and the [[Astoundingly_Awesome#Ranks|Astoundingly Awesome]] Rank 11 perk (+50).
* [[Camp Searchlight]], with as much as 28 rads per second in the town center.
 
  +
* [[Refreshing beverage]], cures 1,000 rads.
* [[Jack Rabbit springs]], a place crawling with [[centaur]]s and hot springs peaking at 10 rads per second when swimming.
 
  +
* [[X-111 compound]], cures 700 rads.
* [[Cottonwood Crater]] is a nuclear impact site, located South of Cottonwood Cove. It has a pool of irradiated water in the middle, with golden geckos walking around. Beware of high radiation levels, peaking at 7 rads per second.
 
  +
* {{Icon|FO4FH}} [[Ware's brew]], cures 100 rads.
* [[Crescent Canyon East]]/[[Crescent Canyon West]], with barrels of radioactive material lying around. This area has a maximum of 5-6 rads per second.
 
  +
* [[Mutant hound chops]], cures 50 rads.
* [[Vault 34]] contains constant background radiation (+1), reaching up to +5 in the lower levels and +13 by the barrels in the cave entrance.
 
  +
* [[Mysterious serum]], cures 10 rads per second for 3600 seconds (60 minutes, 1 hour). 100 seconds will cure any amount of poisoning provided you are not incurring additional poisoning during that time.
* [[The Devil's Throat]], 6+ near the barrels and water
 
  +
* Visiting a doctor.
* Around and near [[Black Mountain]], +4 near the crater and dying off near there.
 
  +
* Having rank two of the [[Solar Powered]] perk.
* [[Cottonwood Cove]], if the player releases the radioactive barrels the exterior camp will become irradiated, though interior areas will not.
 
  +
* By using a decontamination chamber such as inside the [[Mass Fusion building]].
* [[Mesquite Mountains Crater]]
 
  +
* {{Icon|FO4NW}} Having rank four of the [[Ghoulish]] perk.
* [[Powder Ganger Camp West]], located near here (left at the Corvega billboard when heading south) is a puddle with many toxic barrels producing 3 rads/sec at its peak.
 
  +
* {{Icon|FO4WW}} By using a [[decontamination arch]].<section end="radiationdamage" />
* South of Poseidon Gas Station there is a large patch of toxic barrels and irradiated mud.
 
  +
* Ground zero at [[Dry Wells]] gets up to 234 rads/second. {{icon|FNVLR|link=Lonesome Road (add-on)}}
 
  +
===''Fallout 76''===
* Outside by [[Old nuclear test site]] the crater gets up to 20 rads/second.
 
  +
{{main|Fallout 76 mutations}}
  +
''Fallout 76''{{'}}s rad system is much the same as ''Fallout 4'', apart from the fact that the more irradiated the player character is, the higher chance they have of getting a [[Fallout 76 mutations|mutation]].
  +
  +
===''Fallout: The Roleplaying Game''===
  +
Similar to ''Fallout 4''{{'}}s radiation mechanics, radiation damage in ''[[Fallout: The Roleplaying Game]]'' decreases the total maximum [[Hit Points|HP]] pool of the character when they have taken radiation damage. If a character's maximum HP is reduced below their current HP total, then their current HP is reduced as well. Radiation damage also cannot heal naturally and does not reduce over time.
  +
  +
Reaching 0 HP with radiation damage means the character is dying from radiation poisoning and cannot be stabilized until radiation damage is removed. RadAway (or another chem that reduces radiation damage) must be applied using the First Aid action first before anything else can be done. Food items or beverages that reduce radiation damage cannot be applied using First Aid.
  +
  +
Radiation damage inflicted by weapons can be reduced by locational radiation damage resistance.
  +
  +
For environmental radiation damage that would affect the whole body, the lowest locational radiation DR is used to reduce the damage.
  +
  +
Radiation damage inflicted by food or drink cannot be reduced by location DR.
  +
  +
If a weapon applies radiation damage and another type of damage (such as with the Radioactive damage effect), resolve the other type of damage first and then resolve radiation damage.
  +
  +
All [[Fallout: The Roleplaying Game origins|human origins]] start with 0 radiation DR and some origins, such as super mutants, ghouls, and robots, are completely immune to radiation damage. Ghouls are also uniquely healed by radiation damage.
  +
  +
Ways to prevent/remove radiation poisoning include:
  +
* [[Aquaboy (Fallout: The Roleplaying Game)|Aquaboy/Aquagirl]]: Rank 1 prevents radiation damage from irradiated water.
  +
* [[Lead Belly]]: Rank 1 re-rolls radiation damage from ingested food and water. Rank 2 prevents radiation damage entirely.
  +
* [[Rad Resistance]]: +1 Radiation DR to all hit locations per rank.
  +
* [[Solar Powered]]: Removes 1 point of radiation damage for every hour spent in the sun.
  +
* Astoundingly Awesome Tales - Giant Insects Invade!: +2 Radiation DR
  +
* Baked Bloatfly: +2 Radiation DR
  +
* Brahmin milk: Heals 2 radiation damage
  +
* Glowing Blood Pack: +5 Radiation DR
  +
* Mutant Hound Chops: Heals 2 radiation damage
  +
* Rad-X: +6 Radiation DR
  +
* Rad-X (diluted): +3 Radiation DR
  +
* RadAway: Heals 4 radiation dmage
  +
* RadAway (diluted): Heals 2 radiation damage
  +
* Refreshing Beverage: Heal 10 radiation damage
  +
* Vegetable soup: +2 Radiation DR until end of scene
  +
* Armor mods (Treated, Resistant, Protective, Shielded) offer increasing Radiation DR.
  +
  +
===''Fallout Shelter''===
  +
Dwellers automatically accumulate radiation over time if the player character's water supply dips low or if they are exploring the wasteland/questing, and will do so until their water is replenished or they return from the wasteland/a quest. Being attacked by radscorpions and ghouls will also inflict radiation damage. RadAway will remove all radiation from the player character instantly, while a steady supply of clean water will reduce it over time.
  +
  +
Radiation is represented as a red bar on one's HP bar, going from right to left. Radiation damage cannot be healed by normal methods of HP recovery, but cannot kill a player character, and thus acts as a limiting factor to their max HP until healed.
  +
  +
===''Fallout: The Board Game''===
  +
When passing through a radioactive zone, or being attacked by an enemy with a radiation attack, the players can obtain rads, except for The Ghoul who instead heals HP equal to Rad damage. The Super Mutant works differently also, as he gains 1 XP per point of radiation he takes, but still takes the rad damage. When a player's Rad's damage is higher than the player's current HP, the player is dead. Radioactive zones deal 1 Rad damage upon entering the space, and enemies with radioactive damage will deal rad damage times their level.
  +
  +
==Appearances==
  +
Radiation appears in all ''Fallout'' games.
  +
  +
==Behind the scenes==
  +
* Compared to the real world, radiation in-game is greatly intensified. Nausea and vomiting would appear at around 1000 mSv or 1 [[wikipedia:Acute_radiation_syndrome|Gy]] (100 rads). 4000 mSv or 4 Gy (400 rads) would have a 50% mortality rate within four to six weeks. 6000 mSv or 6 Gy (600 rads) has a 95% mortality rate within two to four weeks, and 10000 mSv or 10 Gy (1000 rads) would lead to certain death within two weeks. The game abstracts this and kills the player character instantly instead.<ref>[[wikipedia:Radiation sickness#Exposure levels|Radiation exposure levels on Wikipedia]]</ref><ref>[http://mitnse.com MIT NSE Nuclear Information Hub]</ref>
  +
* A full body dose that would instantly be fatal would have to amount to several tens of thousands of rads, as exposure to as much as 30000 rads could take 48 hours to prove fatal.<ref>[[wikipedia:Acute radiation syndrome#Signs and symptoms|Acute radiation syndrome on Wikipedia]]</ref>
   
==Notes==
+
==Gallery==
  +
;''[[Magic: The Gathering]]''
[[File:Radiation.JPG|200px|right]]
 
  +
<gallery widths=200>
* In Fallout 3 nearly any puddle of filth-infested liquid will contain at least some rads per second, however, most of these similar puddles in Fallout New Vegas do not contain any rads whatsoever.
 
  +
Fallout Magic Inexorable Tide.png|Inexorable Tide
* If for any reason, going to your Pip-Boy to eat or drink anything that will make your rad level cross the 1001-Rad death threshold, a notice will say that you are affected by "fatal rad poisoning". At this instant you will not die; however exiting the Pip-Boy without taking any RadAway that would lower your radiation below 1001 will kill you instantly. If you do this it is interesting to note that fatal rad poisoning has an effect of -10000 HP so if there is a way to increase max HP in the console, then it could be possible to live with this stage of radiation without making yourself invincible. Another interesting thing to note about this stage of poisoning is that it will immediately drop your HP by 100, and each [[stimpak]] will decrease it by the amount they would normally heal you.
 
  +
Fallout Magic Inexorable Tide Extended Art.png|Inexorable Tide (Extended Art)
* For short-ranged players it may actually be worth playing with 400 rads if you have the Rad Regeneration perk, and you don't mind the loss in Endurance and Agility. The regeneration of limbs is very fast, as any crippled limb will heal within a few seconds.
 
  +
Fallout Magic Fertile Ground.png|Fertile Ground
* If you die in Fallout: New Vegas from drinking irradiated water, upon death the red diamond with exclamation point (same as the modded weathered 10mm pistol pre-patch) will appear.
 
  +
</gallery>
* Radiation in the Fallout games is less lethal than it is in the real world. For example, common symptoms of radiation sickness (such as nausea and vomiting) will appear at around 1000 mGy (100 Rads). 4000 mGy (400 Rads) will lead to death in 50% of cases within a few weeks. 6000 mGy (600 Rads) will lead to death in 95% of cases. At 10000 mGy (1000 Rads) a human will die immediately.<ref>http://en.wikipedia.org/wiki/Radiation_sickness#Exposure_levels</ref><ref>http://mitnse.com</ref>
 
   
 
==References==
 
==References==
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[[Category:Fallout setting]]
 
[[Category:Fallout setting]]
   
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[[de:Strahlung]]
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[[es:Radiación]]
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[[pl:Promieniowanie radioaktywne]]
 
[[ru:Радиация]]
 
[[ru:Радиация]]
  +
[[uk:Радіація]]
  +
[[zh:放射線]]

Latest revision as of 04:39, 25 March 2024

FO3 V87 entry
Some call it the Phantom Death, 'cause that's what it is. You can't see it, you can't hear it, you can't even smell it. It basically builds up in your system. You never feel it until it's too late.Jacob, Fallout

Ionizing radiation is any form of electromagnetic radiation that can detach electrons from atoms or molecules, ionizing them. Radiation is made up of energetic subatomic particles, atoms moving at high speeds, and electromagnetic waves on the higher spectrum of energy. Due to its nature, radiation cannot be detected by human senses, requiring special instrumentation, and is used in a variety of applications both civilian and military. However, exposure to ionizing radiation, specifically gamma rays, results in damage to living tissue or hazardous mutations.[1]

Overview

Main article: Nuclear fallout

Short-lived isotopes release their decay energy rapidly, creating intense radiation fields that also decline quickly. Long-lived isotopes release energy over long periods of time, creating radiation that is much less intense but more persistent. Fission products thus initially have a very high level of radiation that declines quickly, but as the intensity of radiation drops, so does the rate of decline.

Background

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. 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.[2]

Radioactive products were used before the war despite risks, from automobile propulsion to rocketry, fission batteries to soda, by weighing the benefits nuclear products brought to their lives. Even after the bombs fell, radiation is seen as a benefit by some, such as those who worship an undetonated atomic bomb in the Capital Wasteland's Megaton or those worshipping radiation as a deity within a religion known as the Children of Atom. Conversely, the loosening of corporate regulations as the Resource Wars grew in intensity led to an increase in illegal dumping in various sites across the United States as a way for corporations such as Mass Fusion to increase their bottom line at the expense of the environment and the society.[3][4][5] After the war, humans can receive automated medical treatment with Auto-Docs, Sympto-matics, makeshift archways, and preventative inoculations that bolster their bodies' innate resistance to radiation.[6]

Nuclear fallout

Radsuit

The global thermonuclear war at the terminal end of the Sino-American War transformed ionizing radiation into a very commonplace risk in the wasteland. 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. This is due to the nature of nuclear fission used in the bulk of nuclear weapons during the Great War. When atoms fission they can split in some 40 different ways, producing a mix of about 80 different isotopes. These isotopes vary widely in levels of stability; some are completely stable while others undergo radioactive decay with half-lives of fractions of a second. The decaying isotopes may themselves form stable or unstable daughter isotopes. The mixture thus quickly becomes even more complex, some 300 different isotopes of 36 elements have been identified in fission products. Furthermore, a significant secondary source is neutron capture by non-radioactive isotopes both within the bomb and in the outside environment.[7]

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. However as the intensity of radiation drops, so does the rate of decline. A useful rule-of-thumb is the "rule of sevens." This rule states that for every seven-fold increase in time following a fission detonation (starting at or after 1 hour), the radiation intensity decreases by a factor of 10. Thus after 7 hours, the residual fission radioactivity declines 90%, to one-tenth its level of 1 hour. After 7*7 hours (49 hours, approx. 2 days), the level drops again by 90%. After 7*2 days (2 weeks) it drops a further 90%; and so on for 14 weeks. The rule is accurate to 25% for the first two weeks and is accurate to a factor of two for the first six months. After 6 months, the rate of decline becomes much more rapid. The rule of sevens corresponds to an approximate t^-1.2 scaling relationship.[7]

The prevalence of radiation in the post-War world is due to fallout, deposited by nuclear explosions. 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. At yields of less than 100 kilotons (kT), the fireball does not reach above the troposphere and remains within precipitation regions. As such, nuclear fallout is usually deposited completely within months at the most. Explosions in the megaton range, however, cause the fireball to reach the stratosphere, and thus elevated fallout is carried globally and will continue to be deposited for months or even years. Although most of the short-lived isotopes will decay by then, such long-lived fallout would remain dangerous for a long time. Furthermore, the closer an explosion happens to the ground, the greater the amount of fallout generated. Nuclear weapons that explode close to the ground (groundbursts) will typically elevate a large amount of dirt and other debris into the atmosphere. As soil is not vaporized, but aerosolized by the explosion, this heavy particulate matter tends to deposit within minutes or days, with downwind contamination spreading it across hundreds or even thousands of kilometers depending on weather patterns. Furthermore, neutron radiation absorbed by the soil contributes to a secondary source of radiation.[7]

Radiated

Although the megaton class weapons have been largely retired by 2077, they were replaced with much smaller yield warheads. The yield of a modern strategic warhead was, with few exceptions, typically in the range of 200-750 kT. 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. 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.[7]

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,[8][9] ranging from weeks to decades.[10]

After the Great War, radiation has decayed to a habitable level. Some areas, such as the Glow and the Glowing Sea, are still suffering from a lack of habitability, where a combination of nuclear strikes, damage to nuclear facilities, and environmental factors caused the natural radioactive decay rate to be greatly reduced. Such secondary cascade radiation has proven to be especially dangerous at the former West Tek research facility, which was known to overwhelm and kill anyone without the proper precautions.[11] The entire region surrounding the Glow was contaminated, as discovered by a Hub trader who tried to explore the region in 2158, only to perish.[12]

Measurement

A rad is a unit of measurement used to measure the level of radiation in an area. When Vault-Tec created their vaults, they equipped them with sensors that could detect radiation levels. This measurement is reported to the residents over the PAS (public announcement system). In Vault 101 on July 13, 2268, the public announcement system reported the level of radiation, "Current radiation level - 0 rads, as always."

The rad is a real unit meaning radiation absorbed dose. It is equal to 0.01 gray. 1 gray means 1 joule of ionizing radiation was absorbed by 1 kilogram of matter, so 1 rad means 0.01 joules of radiation was absorbed by 1 kilogram of matter. Sieverts, another scientific unit of measurement, is less frequently used.[13]

A wide variety of tools have been created to monitor the presence and intensity of radiation fields. The Wattz Electronics C-Radz Geiger counter is one of the oldest and most reliable methods,[14] with Geiger counters included by default in later models of Pip-Boy personal information processors issued to vault dwellers.[15]

Radstorms

FO4 RadiationStorm

A radiation storm in Fallout 4

Main article: Radstorm

Radstorms are natural weather phenomena that occur throughout the Commonwealth and in Appalachia. Radstorms result in green overcast skies, high-speed winds, lightning, and radioactive wind from latent radiation of local areas. The storms don't last long, typically around one hour. 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.[16]

Effects on living organisms

Radiation is harmful to living organisms. In humans, exposure to radiation almost invariably causes health complications, with their severity depending on the level of exposure. Symptoms include blood pooling in the gums, anemia,[17] fatigue, nausea, vomiting, violent hemorrhages, loss of hair, teeth,[12] and skin, gastrointestinal bleeding, bloat, diarrhea, and ultimately, death.[18] Even if treated, radiation exposure can also lead to persistent mutations at a genetic level.[19][20][21] It can also lead to sterility.[22][23] The threat of radiation exposure is particularly severe among those without access to clean water, such as the segregated groups of Vault City.[24]

Mutations

FO01 NPC Set
Main article: Mutations

The amount of radiation and biochemical agents[25] released during, before, and after[26] The Great War led to major changes in the biosphere, impacting the plants that could be grown when compared to before the war.[27]

Its presence has induced widespread mutations in flora and fauna, leading to the emergence of giant versions of regular species. The radiation-induced mutation is behind many of the staples of post-War United States, such as radscorpions, geckos, spore plants, and brahmin.[28][29]

Some humans may also become mutated by radioactive exposure. Although most will die after exposure, a combination of factors can cause them to become ghouls, humans who resemble walking corpses and have extended lifespans.[30] They are immune to the negative effects of radiation. A majority of ghouls are little more than shambling corpses, while a minority retain their faculties. Ghouls have a chance to become a glowing one or a glowing feral due to the accumulation of radioactive poisoning, subsequently emitting radiation and lacking body heat.[31] Most mutated lifeforms are similarly immune to radiation but may become "glowing" by accumulating exposure, with a distinct green glow accompanying them, together with a radioactive "cloak" that poisons their surroundings.[32]

Highly irradiated locations

Fallout
  • The Glow, with instant death awaiting any who venture without significant Rad-X and RadAway.
Fallout 2
Fallout 3
Fallout: New Vegas
  • Camp Searchlight, with as much as 28 rads per second in the town center.
  • Jack Rabbit Springs: A series of hot springs containing centaurs, peaking at 10 rads/second when swimming.
  • Cottonwood crater is a nuclear impact site, located south of Cottonwood Cove. It has a pool of irradiated water in the middle, with golden geckos walking around. Levels peak at 7 rads/second.
  • Crescent Canyon east/west, with barrels of radioactive material lying around. This area has a maximum of 5-6 rads/second.
  • Vault 34 contains constant background radiation (+1), reaching up to +5 in the lower levels and +13 by the barrels in the cave entrance.
  • The Devil's Throat: +6 near the barrels and water
  • Around and near Black Mountain: +4 near the crater for the maximum.
  • Cottonwood Cove: If the Courier releases the radioactive barrels, the exterior camp will become slightly irradiated, though interior areas will not.
  • Mesquite Mountains crater
  • Powder Ganger camp west: Located near here (left at the Corvega billboard when heading south) is a puddle with many toxic barrels producing 3 rads/second at its peak.
  • Outside of the old nuclear test site, the crater gets up to 20 rads/second.
  • Toxic dump site area is slightly irradiated.
  • To the south of Poseidon gas station, there is a large patch of toxic barrels and irradiated mud.
  • Lonesome Road (add-on) The edge of the crater at the Long 15 emits 20 rads/second.
  • Lonesome Road (add-on) Ground zero at Dry Wells gets up to 250 rads/second, with the edge of the crater causing 35 rads/second.
  • Lonesome Road (add-on) Center of the Courier's Mile with 25 rads/second.
Fallout 4
  • Glowing Sea, with as much as 300 rads/second in the crater center (radiation storms increase radiation even further).
  • Just south of County crossing, there are two decayed nuclear reactors, that get up to 57 rads/second if the player is right next to them.
  • At Swan's Pond, there are two areas with high radiation, as well as the pond, which is a constant 10 rads/second. In the open shed and the gazebo, there are toxic waste barrels that radiate with up to 40 rads/second in the shed, and up to 70 rads/second in the gazebo.
F4 ss mass fusion reactor water rads

Pip-Boy Geiger counter displaying maxed out rad reading.

  • At Mass Fusion building, the reactor room can reach up to 153 rads/second in front of the beryllium agitator. Standing in the water at the bottom of the reactor room can irradiate one up to 45 rads/second. However, if one were to wear the Robes of Atom's DevotedFar Harbor (add-on) outfit, become fully radiated beforehand (which grants the wearer immunity from dying to radiation exposure), and then drink the water at the bottom of the reactor – the Pip-Boy Geiger counter will show a maxed out reading of 9999 rads/second implying the actual levels of radiation from ingesting the water could be much higher. Drinking the water without wearing Robes of Atom's Devoted and being fully irradiated will cause instantaneous death. A hazmat suit is located in a small room attached to the room before.
  • Hugo's Hole is just north of Dunwich Borers. The player character must go through toxic barrels reaching at high as 60 rads/second and a machine gun turret to reach the end.
  • At Mass Fusion containment shed, radiation levels can go up to 67 rads/second.
  • At the center of the Institute's upgraded reactor, radiation levels reach 90 rads/second.
  • Around Cambridge crater.
  • During a radstorm.
  • Around crater house.
  • On the Island while traveling through the Fog.
  • On the Island while near or in the Nucleus.
Fallout 76
FO76 RadAway

A RadAway intravenous bag

In-game effects

Fallout, Fallout 2, Fallout Tactics

Rads Message HR CHP¹ ST PE EN CH IN AG
0-149 very nauseous
150-299 slightly fatigued -1
300-449 vomiting does not stop -3 -1 -1
450-599 hair is falling out -5 -5 -2 -1 -2
600-999 skin is falling off -10 -15 -4 -3 -3 -3 -1 -5
1000+ intense agony -10 -20 -6 -5 -5 -5 -3 -6
¹ Current Hit Points

The character has a hidden radiation ("Rad") count that can be checked with a Geiger counter. This rad count causes the effect of "radiated" to appear. As the count increases, further radiation poisoning occurs. Merely being "radiated" incurs no penalty. If the rad count gets high enough, SPECIAL stats begin to drop, and if any of these drop to zero due to poisoning, the character dies. Also, should the character survive to maximum irradiation (1000 rads) (as in their stats do not reach zero), the character has 24 hours to use enough RadAway to get themselves below 1000 rads or they will die. Radiation can be healed by RadAway and Rad-X and Vault City Inoculations can modify Radiation Resistance.

Fallout 3

Rads Level Effect
0-199 No Effect
200-399 Minor Radiation Poisoning -1 END
400-599 Advanced Radiation Poisoning -2 END, -1 AGL
600-799 Critical Radiation Poisoning -3 END, -2 AGL, -1 STR
800-999 Deadly Radiation Poisoning -3 END, -2 AGL, -2 STR
1000+ Fatal Radiation Poisoning DEATH (HP: -10,000)

Eating and drinking most food items or entering an irradiated zone gives the Lone Wanderer rads. S.P.E.C.I.A.L. attributes drop at certain thresholds, and radiation poisoning kills the Wanderer at 1000 rads. Radiation does not directly affect hit points, through penalties affecting Endurance, Maximum Health may be lowered.

The Pip-Boy 3000's dosimeter will appear in the upper right during exposure. There are five major ticks (200, 400, 600, 800, and 1000 rads), with minor ticks at multiples of 66.67, e.g., 67, 133, 200, 267, 333, 400, etc. The rad status can also be checked in the Pip-Boy to see rad resistance and rad level. There is also a dial in the upper-left of the Pip-Boy that shows the approximate radiation level. This meter is difficult to read due to the needle's constant movement.

Rad exposure is usually limited; only very rarely will zones be so irradiated that venturing into them results in a quick death. One needs to stand in +1 rad water for a significant time and more generally it is possible to move through radioactive water dozens of times before reaching the 200 rad threshold. Rads can be flushed by:

Radiation can be resisted by equipping certain types of apparel, such as radiation suits or power armor. A dose of the chem Rad-X also grants the player character radiation resistance based on their Medicine skill, but the effects do not stack. This resistance is applied to all sources of radiation, from the external environment to irradiated consumables.

The Lead Belly perk halves the rads taken from any irradiated water drank while the Rad Resistance and Cyborg perks raise the overall radiation resistance. Also, if completed the 'contract radiation sickness' part of Wasteland Survival Guide with a reading of 600 rads or more (the optional objective), the Rad Regeneration perk is given.

All non-player characters are immune to radiation. This explains why non-player characters like Confessor Cromwell (who stand in irradiated water at almost all times) do not die from radiation poisoning. Certain enemies, such as glowing ones or centaurs, have radiation-based attacks that can give the player character rads. Nearly any puddle of filth-infested liquid will contain at least some rads per second, while most of these similar puddles in Fallout: New Vegas do not contain any rads at all.

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." At this instant, it will not kill but exiting the Pip-Boy without using any item that would lower the radiation below 1001 will be instantly fatal.

The add-on The Pitt introduces the most irradiated food item in the game, Slop, having 25 rads per serving. Eating 40 servings of Slop, without some form of rad-cleansing in-between meals, is lethal to the consumer.

Fallout: New Vegas

Fallout: New Vegas uses the same radiation mechanics as Fallout 3, keeping some perks that help against radiation, such as Lead Belly, Rad Resistance and Rad Absorption, while adding two new perks, Rad Child and Atomic! that grant benefits from being irradiated. Ways to remove radiation poisoning include:

Fallout 4

The radiation system has been retooled so that radiation decreases max health as radiation poisoning rises. The rate is 1% of HP per 10 rads; this means that 1000 is still the fatal level as in previous games. In addition, Fallout 4 features radiation damage as a damage type that can appear on weapons. This is actually composed of two different types of radiation damage, one of which will be referred to here as "poisoning" and the other as "damage" for clarity.

Radiation poisoning is the more common type; for example, it is the effect on all "irradiated" legendary weapon prefixes and the gamma gun. This functions exactly like environmental radiation in Fallout 4: 10 points of radiation poisoning will reduce max health by 1%. This gets reflected as actual damage, even if a character is at full health. Moreover, since this directly affects maximum health, this is damage that can't be healed. Even legendary enemy mutations or the resethealth console command will restore health only up to any limits from radiation poisoning.

Health loss from radiation poisoning as well as the radiation poisoning itself is unaffected by difficulty settings. 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). Radiation poisoning is not influenced by damage bonuses (such as from taking Psycho). Only Nuclear Physicist appears to increase radiation poisoning.

The game distinguishes between radiation immunity (present on e.g. super mutants) and resistance (present in high quantities on e.g. feral ghouls). This is important because some weapons do pure radiation damage that ignores radiation immunity. These weapons are still affected by radiation resistance, so they will do more damage to an "immune" target than one with high resistance. Groups such as the Children of Atom have weaponized radiation to create traps and even handheld weapons ranging from improvised pistols to automatic rifles and grenades.

Pure radiation damage is rare. For example, Lorenzo's Artifact has a radiation damage component that does pure damage. It will not inflict radiation poisoning on the enemy unless it is Irradiated. Ways to remove radiation poisoning:

Fallout 76

Main article: Fallout 76 mutations

Fallout 76's rad system is much the same as Fallout 4, apart from the fact that the more irradiated the player character is, the higher chance they have of getting a mutation.

Fallout: The Roleplaying Game

Similar to Fallout 4's radiation mechanics, radiation damage in Fallout: The Roleplaying Game decreases the total maximum HP pool of the character when they have taken radiation damage. If a character's maximum HP is reduced below their current HP total, then their current HP is reduced as well. Radiation damage also cannot heal naturally and does not reduce over time.

Reaching 0 HP with radiation damage means the character is dying from radiation poisoning and cannot be stabilized until radiation damage is removed. RadAway (or another chem that reduces radiation damage) must be applied using the First Aid action first before anything else can be done. Food items or beverages that reduce radiation damage cannot be applied using First Aid.

Radiation damage inflicted by weapons can be reduced by locational radiation damage resistance.

For environmental radiation damage that would affect the whole body, the lowest locational radiation DR is used to reduce the damage.

Radiation damage inflicted by food or drink cannot be reduced by location DR.

If a weapon applies radiation damage and another type of damage (such as with the Radioactive damage effect), resolve the other type of damage first and then resolve radiation damage.

All human origins start with 0 radiation DR and some origins, such as super mutants, ghouls, and robots, are completely immune to radiation damage. Ghouls are also uniquely healed by radiation damage.

Ways to prevent/remove radiation poisoning include:

  • Aquaboy/Aquagirl: Rank 1 prevents radiation damage from irradiated water.
  • Lead Belly: Rank 1 re-rolls radiation damage from ingested food and water. Rank 2 prevents radiation damage entirely.
  • Rad Resistance: +1 Radiation DR to all hit locations per rank.
  • Solar Powered: Removes 1 point of radiation damage for every hour spent in the sun.
  • Astoundingly Awesome Tales - Giant Insects Invade!: +2 Radiation DR
  • Baked Bloatfly: +2 Radiation DR
  • Brahmin milk: Heals 2 radiation damage
  • Glowing Blood Pack: +5 Radiation DR
  • Mutant Hound Chops: Heals 2 radiation damage
  • Rad-X: +6 Radiation DR
  • Rad-X (diluted): +3 Radiation DR
  • RadAway: Heals 4 radiation dmage
  • RadAway (diluted): Heals 2 radiation damage
  • Refreshing Beverage: Heal 10 radiation damage
  • Vegetable soup: +2 Radiation DR until end of scene
  • Armor mods (Treated, Resistant, Protective, Shielded) offer increasing Radiation DR.

Fallout Shelter

Dwellers automatically accumulate radiation over time if the player character's water supply dips low or if they are exploring the wasteland/questing, and will do so until their water is replenished or they return from the wasteland/a quest. Being attacked by radscorpions and ghouls will also inflict radiation damage. RadAway will remove all radiation from the player character instantly, while a steady supply of clean water will reduce it over time.

Radiation is represented as a red bar on one's HP bar, going from right to left. Radiation damage cannot be healed by normal methods of HP recovery, but cannot kill a player character, and thus acts as a limiting factor to their max HP until healed.

Fallout: The Board Game

When passing through a radioactive zone, or being attacked by an enemy with a radiation attack, the players can obtain rads, except for The Ghoul who instead heals HP equal to Rad damage. The Super Mutant works differently also, as he gains 1 XP per point of radiation he takes, but still takes the rad damage. When a player's Rad's damage is higher than the player's current HP, the player is dead. Radioactive zones deal 1 Rad damage upon entering the space, and enemies with radioactive damage will deal rad damage times their level.

Appearances

Radiation appears in all Fallout games.

Behind the scenes

  • Compared to the real world, radiation in-game is greatly intensified. Nausea and vomiting would appear at around 1000 mSv or 1 Gy (100 rads). 4000 mSv or 4 Gy (400 rads) would have a 50% mortality rate within four to six weeks. 6000 mSv or 6 Gy (600 rads) has a 95% mortality rate within two to four weeks, and 10000 mSv or 10 Gy (1000 rads) would lead to certain death within two weeks. The game abstracts this and kills the player character instantly instead.[33][34]
  • A full body dose that would instantly be fatal would have to amount to several tens of thousands of rads, as exposure to as much as 30000 rads could take 48 hours to prove fatal.[35]

Gallery

Magic: The Gathering

References

  1. The Sole Survivor: "Sure. Sounds fun."
    Duff: "Yes! Love that enthusiasm. Now we all talk about radiation like it's a single thing, but it's actually a term referring to dozens of different ionizing rays. You have X-Rays, Beta Rays, Gamma Rays... But which one are we most worried about? The one most associated with the big, old bombs 200 years ago?"
    The Sole Survivor: "Gamma rays?"
    Duff: "That's right! Now. Gamma rays are bad. Really bad. If your body absorbs too much of that kind of radiation, you'll suffer from fatigue, anemia, even death. But some life forms have been living with Gamma radiation exposure for two centuries now, and they've adapted. Neat, huh?"
    (Duff's dialogue)
  2. Curse of the Wendigo - Part 1 and Curse of the Wendigo - Part 2
  3. Mass Fusion containment shed
  4. Mass Fusion disposal site
  5. Toxic waste dump
  6. Vault City Inoculations
  7. 7.0 7.1 7.2 7.3 Fallout manual
  8. Fallen Rock cave terminal entries; terminal, Year 2078.
  9. Year: 2078
  10. The Vault Dweller: "{125}{}{What would I need a Geiger counter for?}"
    Jacob: "{127}{}{What do you need a Gieger counter for!? [Laughs] Though it's been 80 years or so since the bombs fell, there's still radiation around, you goof. You can't see it, never could, but it's there. Heck I'm willin' to bet you got some counts on you now. Everyone that lives in the wastes has a few RAD counts.}"
    (HUBJAKE.MSG)
  11. Tycho: "{154}{}{Watch out for radioactive hot spots. This place obviously sustained a direct nuclear strike, and secondary cascade radiation may be bad. I'd recommend avoiding this place completely if we can.}"
    (Tycho's dialogue)}}
  12. 12.0 12.1 The Vault Dweller: "{1012}{}{Hot}"
    "{1022}{}{Spot}"
    "{1032}{}{Glow}"
    Loxley: "{1112}{LOX_78}{About three years ago, one of the merchants went way down south looking for other towns. He came back all hair and teeth falling out, babbling about some huge span of radiation. Who knows, maybe something special down there before the war.}"
    (Loxley's dialogue) Note: This line is spoken as a "tell me about" line, specifically for "Hot", "Spot", and "Glow".
  13. Nick Valentine: "Unless you're looking to suck down some sieverts, I recommend we move out."
    (Nick Valentine's dialogue) Note: This line is spoken at Jalbert Brothers Disposal, specifically at the barn with the barrels.
  14. Fallout and Fallout 2 item description: "{5200}{}{Geiger Counter}"
    "{5201}{}{A Wattz Electronics C-Radz model Geiger Counter. Detects the presence and strength of radiation fields.}"
    (PRO ITEM.MSG (Fallout), PRO ITEM.MSG (Fallout 2))
  15. Vault Dweller: "{125}{}{What would I need a Geiger counter for?}"
    Jacob: "{127}{}{What do you need a Gieger counter for!? [Laughs] Though it's been 80 years or so since the bombs fell, there's still radiation around, you goof. You can't see it, never could, but it's there. Heck I'm willin' to bet you got some counts on you now. Everyone that lives in the wastes has a few RAD counts.}"
    (Jake's dialogue)
  16. Fallout 4 loading screens: "The Commonwealth is occasionally plagued by radiation storms that blow in from the Glowing Sea, far to the southwest."
  17. Generic doctors in Fallout 4: "Blood pooling in the gums. Signs of anemia. Yeah. We better clean you up."
    (DialogueGenericDoctors.txt)
  18. Fallout and Fallout 2 radiation poisoning descriptions: "{1000}{}{You feel very nauseous.}"
    "{1001}{}{You feel very nauseous, and after some mild vomiting, slightly fatigued.}"
    "{1002}{}{You are very fatigued, the vomiting does not stop, and your recovery time is impaired.}"
    "{1003}{}{You are hemorrhaging violently. You are very sick, and your hair is falling out.}"
    "{1004}{}{You are hemorrhaging violently and continuously. The vomitus is stained red from your blood. Your skin is falling off of your bones.}"
    "{1005}{}{There is bleeding from your intestines and you have severe diarrhea. You feel bloated and are in intense agony.}"
    "{1006}{}{You have died from radiation sickness.}"
    (MISC.MSG (Fallout) and MISC.MSG (Fallout 2))
  19. The Chosen One: "You're so damn sure of yourself, aren't you?"
    Charles Curling: "{153}{}{Shouldn't I be? Our research on the villagers clearly shows changes to their DNA. It's a natural result of all the background radiation.}"
    (QCCURLNG.MSG)
  20. Fallout 2 endings: "Over the next few years, the background radiation from Gecko's power plant began to cause mutations in the Vault City population, forcing the Citizens to relocate to NCR."
  21. Fallout 76 mutations
  22. The Chosen One: "{252}{}{You know, background radiation might be resulting in sterility or even worse, chromosomal damage. Might be worth checking out.}"
    Phyllis: "{255}{}{You know, I was thinking the same thing. Maybe I should mention it to Dr. Troy. He's been too busy to look into it recently, but the next pregnancy cycle IS coming up, so...}"
    The Chosen One: "{257}{}{Mentioning it to Dr. Troy would be a good idea. Good luck.}"
    (Vcnancy.msg)
  23. Myron: "{411}{}{I need some Rad-away before the radiation eats my Gnads-away.}"
    (NhMyron.msg)
  24. Puking Charlie
  25. Vree's autopsy report
  26. Safety barrels, chemical barrels and general toxic waste are hazards of the wasteland.
  27. The Chosen One: "{5725}{}{Fine, fine. What was the problem with making barbiturates?}"
    Myron: "{726}{myn113b}{Problem is, in the new climate, we can't grow most of the veggies needed for the best drugs.}"
    (Myron's dialogue)
  28. Brahmin creature description: "{101}{}{The brahmin's extra head is probably the result of a regular cow being exposed too soon to radiation.}"
    (ACBrahmn.msg)
  29. Vault Dweller: "{145}{}{What do you know about Radscorpions?}"
    Razlo: "{153}{}{Not too much. They seem to be extremely large versions of the north American Emperor scorpion. Contrary to my medical knowledge, their poison has grown more potent, not diluted, as I would expect. Seth has been hunting them, which helps some of my tests.}"
    Razlo: "{154}{}{And how such a large creature can even be possible by natural evolution, or even radiation induced mutation is beyond me.}"
    The Vault Dweller: "{157}{}{Anything else?}"
    Razlo: "{158}{}{They seem to be sensitive to light. Nocturnal. If I could get a sample of their poison, especially the venom production sac located in their tail, I could create an anti-venom.}"
    (Razlo's dialogue)
  30. The Chosen One: "Tell me about this place."
    Wooz: "Not much to tell, really. Just a bunch of ghouls clinging tenaciously to the ass-end of life."
    The Chosen One: "No, I meant tell me about this bar."
    Wooz: "Well, the Harp’s named after a favorite hangout that I used to have before the war. I guess it’s just a reminder of times past. Sort of a joke on the only way we’re going to get a better deal, too."
    The Chosen One: "Before the war? But that was a long time ago."
    Wooz: "It sure was a long time ago. How do you think ghouls are made? You think some of us just got up one fine day and said to ourselves: "Gee, I wonder what it’d be like to have my flesh rotting off my fucking body?""
    The Chosen One: "Well, no, I didn’t. Say, how do you make a ghoul?"
    Wooz: "With silver-bells and cockleshells and… Boy, you are dumb, aren’t you? Severe radiation. That’s how. How do you think? You know, many bombs go boom, flash of light and heat, flesh burns off, but you don’t-quite-die-type severe radiation?"
    The Chosen One: "Uh well, I mean…"
    Wooz: "Well, I didn’t think so. Fuck you very much for bringing back all those intensely painful memories. Asshole. We’re a town of fucking leftovers -— slightly overcooked leftovers."
    The Chosen One: "I prefer medium-rare myself. Hey, let me ask you something else."
    (Wooz's dialogue)
  31. The Lone Wanderer: "Can you tell me more about these unidentified persons?"
    M.A.R.Go.T.: "My apologies. My sensing equipment in that area must be damaged. My equipment indicates the persons possess no internal body heat and are emitting lethal levels of radiation."
    (M.A.R.Go.T.’s dialogue)
  32. Glowing creatures in Fallout 4 and Fallout 76
  33. Radiation exposure levels on Wikipedia
  34. MIT NSE Nuclear Information Hub
  35. Acute radiation syndrome on Wikipedia