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Fallout: New Vegas perks

This page lists all perks in Fallout: New Vegas .


The content is not described in full detail on this page. For details, please see the respective articles. For perks in other Fallout games, please see "Perk". For an overview of Fallout: New Vegas content, please refer to "Portal:Fallout: New Vegas".

Contents

General information
Unlike in Fallout 3, the Perk Rate in Fallout: New Vegas is one perk every two levels. To counter how easy it was to max out the player's skills in Fallout 3, most of the skillboosting perks have been removed or replaced. There are 88 regular perks, 8 companion perks, 16 challenge perks, and an unknown amount of special perks. Only regular perks may be selected during level up. Other types of perks are granted through completing various tasks, and do not count against the limit of regular perks. You can get up to a total of 25 non-challenge perks with all 4 DLCs installed. Companion perks, as their name suggests, are granted by the player's companions. For example, Enhanced Sensors is only in effect while the Courier is accompanied by ED-E. The perk remains in effect so long as the companion is currently following the player. Unless the companion is dismissed, the perk will remain in effect regardless of the distance between the player and their companions. Companions told to wait are still counted as active companions. Challenge perks are unlocked by fulfilling certain requirements. Challenge tasks can be accessed from the Pip-Boy menu; on the 'Misc.' page, accessible from the 'Data' section. Most of the perks obtained this way are related to the skill or task that was completed to earn it. For example, Set Lasers for Fun increases the odds of scoring Critical Hits with energy-based energy weapons; to earn the perk, a player must do 16,000 damage with one handed energy weapons over the course of their game. Additionally, some challenge perks have multiple ranks or more than one version, such as Caza-Death Dealer, which 'level up' as the player continues adding to its requisite challenge task. Special perks are granted from other sources, usually through actions in the game world. Completing quests and performing certain actions unlock them. For example, the effects of surgical implants are counted as special perks, which are unlocked once the implant is purchased. Many of the perks not originally intended to be used in New Vegas remain from the conversion from Fallout 3. This means that some of the Fallout 3 perks can be added to the characters in New Vegas even though the associated quest does not exist in the game. Like Barkskin, or Wired Reflexes.

Regular perks
Nam e Black Widow 2 Lady Killer Cherchez La Femme 2 Confirmed Bachelor Friend of the Night Heave, Ho! Hunter Intense Training Rapid Reload Retention Sw ift Learner Cannibal Comprehension Educated Entomologist Rad Child Run 'n Gun Travel Light Bloody Mess Demolition Expert 2 2 2 2 2 2 2 4 4 4 4 4 4 4 6 6 Explosives 50 IN 4 IN 4 IN 4, Survival 45 Survival 70 Guns 45 or Energy Weapons 45 Survival 45 IN 5 IN 4 PE 6, Sneak 30 1 ST 5, Explosives 30 Survival 30 1 1 10 AG 5, Guns 30 1 1 3 1 1 1 1 1 1 1 1 3 1 1 Level req Other Ranks requirem ents Benefit Base ID 0 0 0 9 4 e b 8 0 0 0 9 4 e b 9 0 0 1 3 6 1 b 3 0 0 1 3 6 1 b 4 0 0 1 6 5 1 1 8 0 0 1 4 6 0 9 c 0 0 1 3 5 f 1 8 0 0 0 4 4 c b 1 0 0 1 3 7 7 f d 0 0 1 0 f 0 9 e 0 0 0 3 1 d d 3

+10% damage to the opposite sex and unique dialogue options w ith certain characters. Take our Villains personality quiz! +10% damage to the same sex and unique dialogue options w ith Video Games Entertainment certain characters. Lifestyle Your eyes adapt quickly to low -light conditions. +50% throw n w eapon velocity and range. In combat, you do 75% more critical damage against animals and mutated animals. You can put a single point into any of your SPECIAL attributes. All of your w eapon reloads are 25% faster than normal. Skill magazines last for 3 real-time minutes. You gain an additional 10% w henever experience points are earned.

Community Messages has been updated.

When you're in Sneak mode, you gain the option to eat a human corpse 0 0 0 9 4 e b c to regain hit points, but lose Karma. You gain one additional skill point for reading books and double the skill 0 0 0 3 1 d e 1 points for reading magazines. You gain tw o more skill points every time you advance in level. You do an additional 50% damage every time you attack a mutated insect. Regenerate 2 HP per second per 200 rads accumulated. Halved spread w ith one-handed ranged w eapons w hile w alking or running. While w earing light armor or no armor, you run 10% faster. +5% overall damage; more violent death animations. +20% damage w ith explosives. 0 0 0 3 1 d d 8 0 0 0 3 1 d d 9 0 0 1 6 5 6 f d 0 0 1 4 6 0 9 d 0 0 1 4 6 0 9 6 0 0 0 9 4 e b a 0 0 0 3 1 d a b

Ferocious Loyalty Fortune Finder Gunslinger Hand Loader Lead Belly Shotgun Surgeon The Professional Toughness Vigilant Recycler Commando Cow boy Living Anatomy Pack Rat Quick Draw Rad Resistance Scrounger Stonew all Strong Back Super Slam

6 6 6 6 6 6 6 6 6 8 8 8 8 8 8 8 8 8 8

CH 6 LK 5

1 1 1

When you drop below 50% HP, companions gain +50 DR. Considerably more bottle caps w ill be found in stockpiles. +25% accuracy in V.A.T.S. w ith one-handed w eapons. When using Guns, you are tw ice as likely to recover cases and hulls. You also have all hand load recipes unlocked at any reloading benches. -50% radiation taken from food and w ater sources. When using shotguns, regardless of ammunition used, you ignore an additional 10 points of a target's Damage Threshold.

0 0 1 6 5 1 8 0 0 0 0 3 1 d e 3 0 0 0 9 4 e b b 0 0 1 6 5 8 1 b 0 0 0 4 4 c a 9 0 0 1 6 5 7 8 b

Repair 70 EN 5 Guns 45 Sneak 70 EN 5 Science 70

1 1 1 1 2 1 1

Your sneak attack criticals w ith revolvers, pistols, and submachine 0 0 1 6 5 a e c guns (guns and energy w eapons) all inflict an additional 20% damage. +3 DT permanently. When using Energy Weapons, you are tw ice as likely to recover drained ammunition. You also have more efficient recycling recipes available at w orkbenches. +25% accuracy in V.A.T.S. w ith tw o-handed w eapons. +25% damage done by dynamite, hatchets, knives, revolvers, and lever-action guns. Show s health and Damage Threshold of any target. +5% bonus to damage against humans and non-feral ghouls. Items w ith a w eight of tw o pounds or less now w eigh half as much. Makes w eapon equipping and holstering 50% faster. +25% radiation resistance permanently. Considerably more ammunition in stockpiles. +5 DT against melee and unarmed attacks and cannot be knocked dow n during combat. +50 Carry Weight. All melee (except throw n) and unarmed attacks have a chance of knocking your target dow n. 15% for Unarmed or one-handed melee, 30% for tw o-handed melee. 0 0 0 3 1 d e 0 0 0 1 6 5 8 1 6 0 0 0 9 9 8 2 8 0 0 1 3 8 5 6 2 0 0 1 4 6 0 9 9 0 0 1 4 6 0 9 b 0 0 1 3 7 7 f e 0 0 0 3 1 d a 9 0 0 0 3 1 d a a 0 0 1 6 5 4 4 9 0 0 0 3 1 d d e 0 0 1 4 6 0 9 e

Guns 45, Melee 1 45 Medicine 70 IN 5, Barter 70 AG 5 EN 5, Survival 40 LK 5 ST 6, EN 6 ST 5, EN 5 ST 6, Melee Weapons 45 Speech 70 1 1 1 1 1 1 1 1

Terrifying Presence 8 Here and Now Animal Friend Finesse Math Wrath Miss Fortune Mister Sandman 10 10 10 10 10 10

1 1

Can intimidate foes through dialogue; closing dialogue results in the foe 0 0 1 0 c 6 c d fleeing for 5 seconds. You instantly level up again. 0 0 0 3 1 d a c On 1st rank, hostile animals become friendly. On 2nd rank they come to 0 0 0 3 1 d b 5 your aid against enemies except against other animals. +5% Critical Chance. Reduces all AP costs by 10%. 10% chance that Miss Fortune w ill incapacitate a target in V.A.T.S. Can instantly kill a sleeping non-player character, and earn bonus XP w hen doing so. 10% chance that the Stranger w ill finish off a target in V.A.T.S. +15 DT and Strength increased to 10 w henever health is 20% or low er. +2 Intelligence and +2 Perception betw een 6:00 P.M. and 6:00 A.M. AP costs for all plasma w eapons are reduced by 20%. +20% Hit Points restored w ith stimpaks. When you're in Sneak mode, you gain the option to eat a super mutant or feral ghoul corpse to regain hit points, but lose Karma. +25 DT against explosives. +30 hit points. All your unarmed and melee attacks negate 15 points of DT. +50% damage w ith fire-based w eapons. +25% damage to robots; can shut dow n robots by sneaking up on them and deactivating. Running no longer factors into a successful sneak attempt. 25% more likely to hit the target's head in V.A.T.S. Explosives have a 25% larger area of effect. x4 normal damage through enemy blocks w ith melee and unarmed attacks. Damage taken by limbs reduced by 50%. In V.A.T.S., you do an additional 15% damage w hen targeting the torso. Chems, food, and stimpaks (in Hardcore) last tw ice as long. Repair any item using a roughly similar item. Floor traps or mines w ill not be set off. 0 0 0 9 4 e c 1 0 0 1 3 5 e c 3 0 0 1 3 7 8 0 0 0 0 0 3 1 d a d 0 0 0 3 1 d b c 0 0 0 4 4 c a 7 0 0 0 9 4 e b d 0 0 1 6 5 a e f 0 0 0 9 4 e b f 0 0 1 3 5 e c 9 0 0 1 6 5 1 b 6 0 0 0 3 1 d b 1 0 0 1 4 6 0 9 f 0 0 0 3 1 d b 2 0 0 0 3 1 d c 2 0 0 0 3 1 d b 3 0 0 0 3 1 d b 4 0 0 1 6 5 a f 0 0 0 1 6 5 4 4 7 0 0 0 9 4 e c 4 0 0 1 6 5 1 8 2 0 0 0 9 9 8 2 d 0 0 1 6 5 8 1 5 0 0 0 3 1 d b 7

CH 6, Survival 45 Science 70 LK 6 Sneak 60 LK 6 IN 5, Science 50 Energy Weapons 70

2 1 1 1 1 1 1 1 1 1

Mysterious Stranger 10 Nerd Rage! Night Person Plasma Spaz Fast Metabolism Ghastly Scavenger Hit the Deck Life Giver Long Haul Piercing Strike Pyromaniac Robotics Expert Silent Running Sniper Splash Damage Unstoppable Force Adamantium Skeleton Center of Mass Chemist Jury Rigging Light Step Purifier 10 10 10 12 12 12 12 12 12 12 12 12 12 12 12 14 14 14 14 14 14

Cannibal perk Explosives 70 EN 6 Unarmed 70 Explosives 60 Science 50

1 1 1 1 1 1

EN 6, Barter 70 1

Being over-encumbered no longer prevents you from using fast travel. 0 0 1 4 6 0 9 8

AG 6, Sneak 50 1 PE 6, AG 6 Explosives 70 ST 7, Melee Weapons 90 1 1 1 1 Guns 70 Medicine 60 Repair 90 PE 6, AG 6 1 1 1 1 1

You do 50% extra damage w ith melee and unarmed w eapons against centaurs, night stalkers, spore plants, spore carriers, deathclaw s and 0 0 1 3 5 f 7 5 super mutants. 0 0 0 3 1 d b a

Action Boy 16 Action Girl AG 6 2 +15 Action Points.

0 0 0 7 b 2 0 2

Better Criticals Chem Resistant Meltdow n Tag! Weapon Handling Computer Whiz

16 16 16 16 16 18

PE 6, LK 6 Medicine 60 Energy Weapons 90

1 1 1 1

+50% damage w ith critical hits. Half as likely to get addicted. Foes killed by your Energy Weapons emit a corona of harmful energy. Fourth "tag" skill: +15 points to that skill.

0 0 0 3 1 d b b 0 0 0 9 9 8 2 7 0 0 1 4 6 0 9 a 0 0 0 3 1 d b d

ST < 10 IN 7, Science 70 Energy Weapons 60, Guns 60 PE 7, Lockpick 70 Unarmed 70

1 1

Weapon Strength requirements are now 2 points low er than normal for 0 0 1 4 6 0 9 7 you. Can make one extra attempt to hack a locked-dow n terminal. +5% accuracy in V.A.T.S. w ith every attack on a given body part queued. Can make one more attempt to pick a broken lock. Can paralyze an enemy for 30 seconds w ith a V.A.T.S. unarmed attack. All locations are marked on your map. A kill in V.A.T.S. restores 20 AP immediately. 0 0 0 3 1 d c 4

Concentrated Fire

18

0 0 0 4 4 c a f

Infiltrator Paralyzing Palm Explorer

18 18 20

1 1 1 1

0 0 0 4 4 c b 0 0 0 0 4 4 c a a 0 0 0 3 1 d e 5 0 0 0 9 9 8 3 4

Grim Reaper's Sprint 20 Ninja 20

Melee Weapons 1 80, Sneak 80 EN 7 Energy Weapons 90 Science 90 1 1 1 1 AG 7, Unarmed 1 90 AG 7 EN 7 1 1

x1.15 (instead of +15 luck due to a bug) critical chance w ith melee and unarmed w eapons, +25% damage w ith melee/unarmed sneak attack 0 0 0 3 1 d c c criticals. +2 Strength and +1 HP per second w hile outside, from 6:00 A.M. to 6:00 P.M. You do an extra 15% damage and have a 10% extra chance to critically hit w ith any laser w eapon. Unlocks special Nuka-Cola recipes at the w orkbench. Your attacks do 75% less damage to companions. 0 0 0 3 1 d c 5 0 0 1 6 5 7 8 9 0 0 1 6 5 a e 6 0 0 1 6 5 1 8 1

Solar Pow ered Laser Commander Nuka Chemist Spray n Pray Slayer Nerves of Steel Rad Absorption

20 22 22 22 24 26 28

The speed of all your melee and unarmed attacks is increased by 30%. 0 0 1 6 5 4 4 6 20% faster AP regeneration. -1 Rad every 20 seconds. 0 0 0 e 2 c 4 9 0 0 0 e 2 c 4 a

Companion perks
Fallout: New Vegas is not the first Fallout game to introduce the concept of companions having perks, but is the first to have perks that affect the party as a whole.
Nam e Better Healing Enhanced Sensors Regular Maintenance Raul Full Maintenance Scribe Assistant Search and Mark Spotter Stealth Girl Veronica Rex Craig Boone Lily The player can craft w orkbench items through Veronicas dialogue. Chems, firearms & ammunition w ithin a short distance are highlighted w hen you zoom in. Hostile targets are highlighted w henever the player is actively aiming. Doubles Stealth Boy duration w hile also granting sneak attack criticals an extra 10% damage. Eliminates negative effects of consumption and addiction to alcohol, w hile drinking specifically w hiskey w ill raise player's Damage Threshold. The condition of w eapons and armor decays 50% slow er (75% w ith Full Maintenance). 0 0 1 5 d 2 b c Follow er req Arcade Gannon ED-E Benefit Regain +20% more health from all consumable sources. Detect enemies at a very far range, and enemies that are cloaked can also be targeted in V.A.T.S. Base ID 0 0 1 5 c 6 0 b 0 0 1 5 c 6 0 e

0 0 1 5 c 6 1 0

0 0 1 5 c 6 1 3 0 0 1 5 c 6 1 1 0 0 1 5 c 6 0 c 0 0 1 5 c 6 0 f 0 0 1 5 c 6 0 d

Whiskey Rose Cass

Challenge and special perks


Nam e Unlock conditions Ranks Benefit Deal +3%/+6%/+10% damage to abominations. Deal +3%/+6%/+10% damage to mutated animals. Base ID 0 0 1 5 e a d b 0 0 1 5 e a e 0

Abominable Kill 50/100/150 abominations Animal Control Kill 50/100/150 mutated animals

3 3

Beautiful Complete A Fistful of Hollars and inflict 10,000 damage w ith unarmed 1 Beatdow n w eapons. Bug Stomper Kill 50/100/150 mutated insects 3 1 1 1 1

AP costs for unarmed attacks are 0 0 1 5 e a d f reduced by 10%. Deal +3%/+6%/+10% damage to mutated insects. 0 0 1 5 e a d 7

Camel of Drink 100 w ater items the Mojave Day Tripper Use 25 addictive Chems. Dine and Dash Eat 25 corpses w ith Cannibal perk.

Water items hydrate and heal you 0 0 1 6 7 e 2 6 15% better. The effects of addictive Chems last 33% longer. 0 0 1 5 e a d 8

Get option to take Human remains 0 0 1 5 e a e 1 w hen using Cannibal. Turbo's effects last +50% longer. 0 0 1 5 e a d 9

Fast Times Use turbo 20 times

Free Radical Friendly Help

Use 20 RadAw ay

10 additional rads removed upon 0 0 1 5 e a d a each RadAw ay usage. Mysterious Stranger and Miss Fortune are tw ice as likely to appear in V.A.T.S. Deal an extra +1%/+2%/+4% damage to all enemies. 0 0 1 5 e a e 3

Receive 15 Mysterious Stranger or Miss Fortune visits.

Lord Death Kill 200/700/1000 enemies Machine Head Kill 50/100 robots (glitched; rank is misreported to player, rank 3 is unachievable).

3 3

0 0 1 5 e a e 4

Deal +3%/+6% damage to robots. 0 0 1 5 e a d c +1 Luck, Strength, Charisma and Intelligence for 60 seconds each 0 0 1 6 4 a f b time a corpse is consumed. Level 1: +5% melee w eapon attack speed. Level 2: +10% melee w eapon attack speed. Deal +3%/+6%/+10% damage to super mutants. Ability to w ear all pow er armor variants. ALL energy w eapons gain an extra +2%/+4% chance to get a critical hit. Take 20% less limb damage. 0 0 1 5 e a d e

Meat of Cannibalize Mr. House, Caesar, The King and Aaron Kimball. Champions Melee Hacker

First kill 125 enemies w ith melee w eapons. For one rank, deal 10,000 damage w ith one-handed melee w eapons. For another, deal 10,000 2 damage w ith tw o-handed melee w eapons. 3

Mutant Kill 50/100/150 super mutants. Massacrer Pow er Armor Training Complete Still in the Dark or For Auld Lang Syne.

0 0 1 5 e a e 2

0 0 0 5 8 f d f

Set Lasers Deal 16,000 damage w ith pistol grip energy w eapons for one rank for Fun and 25,000 damage w ith rifle grip energy w eapons for the other. Tough Guy Become crippled 50 times.

0 0 1 5 e a d d

0 0 1 5 e a d 6

Implant perks
The total number of implants you can receive is equal to your Endurance statistic. The additional point granted by the Endurance implant does not count toward the total.
Nam e Agility Implant Charisma Implant Endurance Implant Intelligence Implant Luck Implant Monocyte Breeder Perception Implant Strength Implant Sub-Dermal Armor Unlock conditions Buy from Doctor Usanagi for 4000 caps. Buy from Doctor Usanagi for 4000 caps. Buy from Doctor Usanagi for 4000 caps. Buy from Doctor Usanagi for 4000 caps. Buy from Doctor Usanagi for 4000 caps. Buy from Doctor Usanagi for 12000 caps. Buy from Doctor Usanagi for 4000 caps. Buy from Doctor Usanagi for 4000 caps. Buy from Doctor Usanagi for 8000 caps. Ranks 1 1 1 1 1 1 1 1 1 +1 Agility +1 Charisma +1 Endurance +1 Intelligence +1 Luck Regenerate 1 health per 10 seconds +1 Perception +1 Strength +4 Damage Threshold Benefit Base ID 0 0 1 4 c 1 2 a 0 0 1 4 c 1 3 0 0 0 1 4 c 1 2 e 0 0 1 4 c 1 3 2 0 0 1 4 c 1 3 4 0 0 1 4 c c e 1 0 0 1 4 c 1 2 d 0 0 1 4 c 0 6 9 0 0 1 4 c c d f

Unarmed perks
Special unarmed moves can be learned from various characters in the Mojave.
Nam e Unlock conditions Ranks Benefit Temporarily stun opponents by throw ing dust or dirt at their eyes (requires dirt or sand ground) Knock back opponents Knock dow n opponents Quick counter-attack after block Base ID 0 0 1 5 b 8 e 7 0 0 1 5 b 8 e 9 0 0 1 5 b 8 e 8 0 0 1 5 b 8 e a

Khan Trick Perform all Great Khan drug runs. Legion Assault Talk to Lucius w ith 50 Unarmed.

1 1 1 1

Ranger Talk to Ranger Andy w ith 30 Speech or complete Takedow n the unmarked quest, Andy and Charlie. Scribe Counter Put Formal w ear or White Glove Society attire into Veronica Santangelo's inventory.

Dead Money perks


Regular perks
Nam e In Shining Armor Level req 2 Other Ranks requirem ents Repair 20, Science 70 Benefit Base ID x x 0 0 f 2 1 6 , x x 0 0 f 2 1 7 x x 0 0 f b 6 a

This perk is bugged and applies no effect. You can craft ammunition using scrap metal and tin cans.

Junk Rounds 2 Light Touch Old World Gourmet And Stay Back 2 2 10

LK 6, Repair 45 1 AG 6, Repair 45 1 EN 6, Survival 45 Guns 70 ST 7 PE 7 1 1 1 1

While w earing light armor you gain +5% critical hit chance and your enemies x x 0 0 e 8 7 b suffer a -25% critical hit chance. +25% addiction resistance. +50% health bonus from snack foods. Scotch, vodka and w ine now give you health in addition to their normal effects. Shotguns have a 10% chance, per pellet, of knocking an enemy back. x x 0 0 f 9 6 f x x 0 0 f 2 1 8

Heavyw eight 12 Hobbler 12

Weapons w ith a w eight of more than 10 are cut in half. This does not affect x x 0 1 1 4 6 8 w eapons modded to under 10 w g. Your chance to hit an opponent's legs in V.A.T.S. is increased by 25%. x x 0 1 1 4 6 9

Companion perks

Nam e In My Footsteps Ravenous Hunger Unclean Living

Follow er God Dog

Benefit Traps do not activate and you are given a stealth increase. Dog w ill devour the limbs of any Ghost People, preventing them from resurrecting. +50% time to escape signals.

Base ID x x 0 1 3 b 2 6 N/A x x 0 0 8 a 2 e x x 0 0 8 a 2 f

Signal Interference Christine

Dean Domino Temporary cloud protection, take 25% less damage.

Special perks
Nam e Coin Operator Ghost Hunter Sierra Madre Martini Unlock conditions Dialogue w ith Christine Dialogue w ith Dog Ranks Benefit Adds recipe. 1 fission battery + 2 scrap metal = 50 Sierra Madre chips Ghost people are more likely to die outright w ithout needing to be dismembered or disintegrated. Adds recipe to create Sierra Madre martinis w ith 2 junk food, 1 tin can, and 1 jar of Cloud residue. Boosts Veronica's melee attack speed 150% & gives her a 25% chance for melee attacks to knock dow n enemies. Boosts melee critical damage +50%. Base ID x x 0 1 0 3 9 b x x 0 1 0 3 9 a

1 1

Dialogue w ith Dean Domino

x x 0 1 0 3 9 e

Elijah's Last Give Veronica holomessage from 1 Words Elijah. Elijah's Rambling Keep holomessage from Elijah after Veronica unlocks it. 1

x x 0 0 d 4 a 8 x x 0 0 d 4 a 9

Honest Hearts perks


Regular perks
Nam e Eye for Eye Level req 20 Other Ranks requirem ents Benefit Base ID

1 1 Guns 45, Explosives 20

For each crippled limb you have, you do an additional 10% damage. +2 Damage Threshold and +5% Critical chance against anyone w earing NCR, Legion or Brotherhood of Steel armor. 25% more damage w ith 9mm pistols and SMGs, .45 pistols and SMGs, service rifles, assault and Marksman carbines, light machine guns, frag grenades, grenade rifles and launchers and combat knives. Whenever you interact w ith a campfire, you have the option of sleeping, w ith all the benefits that sleep brings. +15% Damage and +25% accuracy in V.A.T.S. to various tribal and raider characters. -50% limb damage from animals, mutated animals, and mutated insects, +25% to Poison resistance, ability to eat mutated insects in sneak mode.

x x 0 0 b 2 f 4 x x 0 0 f 6 7 c

Fight the 10 Pow er! Grunt 8

x x 0 0 f 6 7 7

Home on the 8 Range Sneering 8 Imperialist Tribal Wisdom 8

Survival 70

x x 0 0 b 2 f 3

1 Survival 70 1

x x 0 0 f 6 7 b x x 0 0 f 6 7 9

Companion perks
Nam e Follow er Waking Cloud in your party. Joshua Graham in your party. Follow s-Chalk in your party. Benefit Base ID

Quiet As The Waters

White Legs' Perception is effectively decreased by 3.

x x 0 0 b 2 f 7

The Way of the Canaanite

Decrease in spread and double the critical chance for .45 Auto pistols.

x x 0 0 b 2 f 5

Well-Stacked Cairns

Reaching various summits reveals nearby map markers and grants +3 Perception temporarily.

x x 0 0 b 2 f 6

Old World Blues perks


Regular perks
Nam e Level req Atomic! Mile In Their Shoes Them's Good Eatin' Implant GRX 20 Other Ranks requirem ents Benefit In irradiated areas, +25% move and attack speed, +2 DT, +2 ST. With excess rad level, AP regen scales from 1.1 times to 1.5 times normal. You have come to understand night stalkers. Consuming night stalker squeezin's now grants bonuses to Perception (+1 PER), Poison Resistance (+5), and Stealth (+5 Sneak) in addition to the normal benefits. Base ID

EN 6

x x 0 0 8 0 1 1

20

Survival 25

x x 0 0 9 6 1 9

20

Survival 55

Any living creature you kill has a 50% chance to have the potent healing items thin x x 0 0 9 8 c 9 red paste or blood sausage w hen looted. You gain a non-addictive subdermal turbo (chem) injector. This perk may be taken tw ice, w ith the second rank increasing the effect from 2 to 3 seconds and the uses x x 0 0 9 d 4 8 per day from 5 to 10 (activated in the Pip-Boy inventory).

30

EN 8

Special perks
Nam e Unlock conditions Ranks Benefit Base ID

Brainless

Initial dialogue w ith Doctor Klein in the think tank (optional to keep after 1 completion of OWB if you keep your artificial brain)

Head can no longer be crippled, +25% resistance to chem addiction, +5% DT (min +1) Cannot be poisoned, healing items are boosted +25%, robots have -50% crit chance. Strength+1, DT+1, torso can no longer be crippled. Head cannot be crippled, +10% resistance to chem addiction, +10% DT (min +1).

x x 0 0 9 8 b e

Heartless

Initial dialogue w ith Doctor Klein in the think tank (optional to keep after 1 completion of OWB if you keep your artificial heart) Initial dialogue w ith Doctor Klein in the think tank (optional to keep after 1 completion of OWB if you keep your artificial spine) Sink Auto-Doc after Old World Blues is finished (optional to get if you take your organic brain back) Sink Auto-Doc after Old World Blues is finished (optional to get if you take your organic heart back) 1

x x 0 0 9 8 c 2

Spineless

x x 0 0 9 8 b c

Big Brained

x x 0 1 5 b b a

Cardiac Arrest

+50% poison resistance, healing items boosted by 50%, robots x x 0 1 5 b b b have -25% crit chance. Strength+2, Damage Threshold+2 x x 0 1 5 b b c

Reinforced Sink Auto-Doc after Old World Blues is finished (optional to get if you Spine take your organic spine back) DNAgent Completion of X-8 Data Retrieval Test

1 1

All damage done to night stalkers x x 0 0 9 6 1 7 is increased by 10%. All the damage done to cazadores is increased cumulatively by 10% by rank. x x 0 0 d a 2 8

Kill tw o cazadores for rank 1, three more for rank 2, and another five DNAvenger for rank 3 of this perk. All kills must be made in the Big MT; cazadores 3 outside the Big MT do not count.

Implant perks
Doesn't count against the Endurance limit of original implant perks.
Nam e Unlock conditions Ranks Benefit Plus 10% damage to cazadores Your crouched movement speed is increased by 20%. Removes any radiation taken from drinking an irradiated w ater source. Base ID x x 0 0 9 6 1 6 x x 0 0 9 6 1 4 x x 0 0 9 6 1 5

Implant Surgery purchased through dialogue w ith the Sink AutoC-13 Doc in The Sink for 8,000 caps. Implant Surgery purchased through dialogue w ith the Sink AutoM-5 Doc in The Sink for 10,000 caps. Implant Surgery purchased through dialogue w ith the Sink AutoY-3 Doc in The Sink for 12,000 caps. Implant Surgery purchased through dialogue w ith the Sink AutoY-7 Doc in The Sink for 20,000 caps.

1 1 1 1

+5 health and +2 restored action points through x x 0 0 9 6 1 a the consumption of food.

Lonesome Road perks


Regular perks
Nam e Ain't Like That Now Alertness Broad Daylight Burden to Bear Certified Tech Irradiated Beauty Level req 50 12 36 30 40 22 EN 8 Karma betw een -250 and 250 IN 6 Survival 100 Karma at least 250 AG 8 IN 7 Survival 50 ST 6, EN 6 Other requirem ents Karma less than -250 1 Ranks Benefit Karma reset to 0, +25% AP regeneration rate, +20% attack speed, immunity to critical hits, 20% reduction in AP cost for all w eapons. +2 Perception w hen crouched and still. No Sneak penalty for using Pip-Boy light. +50 carry w eight. +25% critical hit chance against robots, 85% chance of finding an extra crafting component on destroyed robots. Sleep removes all Rads (Hardcore: only -100 Rads). +4 Luck for 3 minutes upon finishing a battle w ith less than 25% health; immunity to critical hits, +50% critical damage. +1% XP gain per player level. Sleeping outside gives Well Rested benefit. +10 Health per 100 Karma; Karma reset to 0, +10% damage, immunity to critical hits. +25% sneaking speed w hen w earing light or no armor. Base ID x x 0 0 a 7 4 9 x x 0 0 c 2 5 2 x x 0 0 a 6 d f x x 0 0 c 2 5 0 x x 0 0 a 6 d e x x 0 0 c 2 5 5 x x 0 0 c 2 4 f x x 0 0 c 2 5 6 x x 0 0 c 2 5 1 x x 0 0 c 2 4 e x x 0 0 c 2 5 8

PE betw een 6 and 1 9 1 1 1 1 1 1 1 1 1 1 1

Just Lucky 50 I'm Alive Lessons Learned Thought You Died Tunnel Runner 26

Roughin' It 28 50 26

Voracious 22 Reader Walker Instinct 18

Damaged books become blank magazines; can copy existing magazines into x x 0 0 c 2 5 3 blank magazines. +1 Perception and Agility w hen outside. x x 0 0 c 2 5 4

Special perks
Nam e The BearSlayer Dead Man's Burden Divide Survivor Lonesome Unlock conditions Launch nuclear missiles at NCR. Launch nuclear missiles at both Caesar's Legion and NCR. Stop the missile launch. Leave ED-E behind in Ulysses' Temple. Ranks Benefit +1 SPECIAL point, Caesar's Legion Fame, NCR Infamy +1 SPECIAL point, Boomers and Pow der Gangers Fame, Caesar's Legion and NCR Infamy Base ID x x 0 0 c 2 5 b x x 0 0 c 2 5 a

1 1 1 1

+1 SPECIAL point, Brotherhood of Steel and Follow ers of the x x 0 0 c 2 5 c Apocalypse Fame +10% damage and +10% V.A.T.S. hit chance w hen you x x 0 0 a 6 d c

Road Marked Scourge of the East Kill three named Marked Men. Launch nuclear missiles at Caesar's Legion. 1 1

have no companions. +10% damage and +10% DT against Marked Men +1 SPECIAL point, NCR Fame, Caesar's Legion Infamy x x 0 0 a 6 d d x x 0 0 c 2 5 9

Companion perks
Nam e Follow er Ranks Benefit 1. ED-E repairs 25% w eapon condition once per day 2. ED-E produces energy or microfusion cells once per day Camarader-E ED-E 5 3. +2 DT 4. +5 beam w eapon damage 5. +5% V.A.T.S. hit chance x x 0 0 c 6 1 f Base ID

Gun Runners' Arsenal perks


Nam e Mad Bomber Level req Other requirem ents Repair 45, Explosives 45 Ranks Benefit Enables you to create special explosive recipes at any w orkbench. Base ID x x 0 0 0 9 2 e

See also
Fallout perks Fallout 2 perks Fallout 3 perks Fallout Tactics perks Fallout: Brotherhood of Steel skills
Categories: Fallout: New Vegas perks Perks

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