This page is part of the Fever Dreams guide.
Near the end of the questline, when the player takes the final Antiviral dose in the Medical Research Lab, they stabilize the FEV in their system and receive one of three new perks, reflecting their time in Camp Jefferson.
Which perk the player receives depends on their outlook: how they chose to respond to their spouse each time they appeared during the quest. Every perk grows stronger the more radiation the player is carrying.
| Perk | Outlook | Effect |
|---|---|---|
| Evolved Harmony | Positive | Wasteland animals may come to the player's aid in combat |
| Evolved Resilience | Neutral | Taking damage may restore Health instead |
| Evolved Rage | Negative | Kill streaks boost XP, Attack Speed and Reload Speed |
Want to aim for a particular perk? Every conversation choice that shapes the player's outlook is listed on the Affinity (Spoilers) page.
You've made peace with the situation you've found yourself in. Each time you enter combat, there's a small chance Wasteland Animals may come to your aid!
At the start of every combat encounter, there's a chance that nearby animals will join the fight on the player's side. If there aren't enough animals nearby, Mole Rats will appear to help instead.
| Rads | Chance per Combat | Maximum Allies |
|---|---|---|
| 300 or less | 5% | 1 |
| 301 to 600 | 8% | 2 |
| Over 600 | 10% | 3 |
When an animal ally dies, or the player leaves the area, it returns to its usual behavior. Until then, allies that are still around can keep helping in later fights, but the player can never have more than the maximum number of allies at once.
The player character will call out when animals are on their way to help.
You're no stranger to war. You're as much a part of it as it is you. And through war, you've learned a few tricks to stack the odds in your favor. Each time you take damage, there's a small chance you'll instead regain Health.
Each time the player is hit, there's a chance they'll restore 35 Health. The chance is 2% for every 100 rads the player is carrying (rounded up), so it climbs steadily as their radiation rises. Once a hit has been checked, Evolved Resilience waits 5 seconds before it can trigger again.
| Rads | Chance per Hit |
|---|---|
| 1 to 100 | 2% |
| 101 to 200 | 4% |
| 201 to 300 | 6% |
| 301 to 400 | 8% |
| 401 to 500 | 10% |
| 501 to 600 | 12% |
| 601 to 700 | 14% |
| 701 to 800 | 16% |
| 801 to 900 | 18% |
| 901 or more | 20% |
The player character will call out each time the perk triggers.
This world is not your world. You weren't meant to be here, so why should you care what happens to it? Each enemy you kill will increase your XP gain, Attack Speed and Reload Speed.
Killing an enemy starts a kill streak. Each kill within 10 seconds of the last adds to the streak, up to a maximum of 10. If 10 seconds pass without a kill, the streak ends and the bonuses reset.
While the streak is active, the player's Attack Speed, Reload Speed and Kill XP are all increased by the same amount:
| Kill Streak | 300 Rads or Less | 301 to 600 Rads | Over 600 Rads |
|---|---|---|---|
| 1 | 1% | 2% | 3% |
| 2 | 2% | 3% | 4% |
| 3 | 3% | 4% | 5% |
| 4 | 4% | 5% | 6% |
| 5 | 5% | 6% | 7% |
| 6 | 6% | 7% | 8% |
| 7 | 7% | 8% | 9% |
| 8 | 8% | 9% | 10% |
| 9 | 9% | 10% | 11% |
| 10 | 10% | 11% | 12% |
The player character will shout when their kill streak reaches 10.