Essentially, the script that erases perks when you delevel as you leave Goodsprings only seems to check for level 2 perks. Ordinarily though, there's really only enough XP in the Goodsprings area to get to level 3 without a lot of tedious waiting around for Gecko respawns - and once you've levelled up a few times, it's a lot of tedious waiting around. 48 perk glitch build » Thu Dec 15, 2011 9:26 am The following list is the perks i shall be choosing each level and wondering if any of my chosen perks in sequence are impossible to choose at that level.
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This page lists all perks in the original Fallout. |
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- 1List of perks
List of perks
There are 53 character perks in Fallout. For perks with multiple ranks the benefit listed should be interpreted as 'per rank.'
Not all perks are equal due to the way the game is structured. A quick breakdown of the usability of perks is as follows:
- Recommended
- Awareness: Essential for any sort of planning in combat.
- Bonus Rate of Fire/Bonus HtH Attacks: Self-explanatory.
- Good
- Action Boy: Universally useful. Bonus Move is good for melee characters.
- More Criticals and Better Criticals: Good pairing in Fallout, as the top perks are only available in the end game, if at all.
- Slayer and Sniper: Ultimate combat perks that are usually not available in normal gameplay, due to the extremely high level requirement.
- Average
- Dodger and Toughness: Protection is good.
- Quick Pockets: Improved access to inventory, but not as useful as the variant in Fallout 2.
- Tag!: Can be used on Energy Weapons late in the game.
- Bad
- Bonus HtH Damage and Bonus Ranged Damage: The bonus to max damage is too low to make a noticeable effect (short of using burst weapons).
- Lifegiver: The impact is negligible due to the level cap and limited number of experience points available
- Pickpocket: Failing at stealing causes everyone to turn permanently hostile regardless. Save scumming is effectively mandatory for any sort of normal gameplay, rendering the perk null.
- Silent Death and Silent Running: Sneaking is poorly implemented and the perks follow the pattern. Silent Death only affects the first attack made, while Silent Running is a convenience.
- Smooth Talker: Diplomat characters will have a good starting intelligence.
- Strong Back: Inventory capacity is hardly an issue, especially with a party member to use as a mule.
- Useless
- Animal Friend: Animals are not a threat.
- Cult of Personality, Presence: The reaction system is broken, rendering these useless.
- Earlier Sequence: Minimal impact on combat.
- Educated, Master Thief, Medic, Mr. Fixit, Speaker: There are enough skill points in the game without the need to waste perks on getting more skill points.
- Empathy: Marginal effect.
- Faster Healing, Healer: Healing rate is never an issue.
- Flower Child: Convenience for chem users.
- Fortune Finder, Master Trader: Money is not an issue in the game.
- Friendly Foe: Poor, poor design choice.
- Ghost: Even less useful than Silent Death.
- Heave Ho!: No effect at Strength 4.
- Mental Block: No need. The psychic nullifier is always available.
- Mutate!: A good choice of traits renders this useless.
- Night Vision, Sharpshooter: Marginal effectiveness in any combat situation. Directly increasing a weapon skill has a much more noticeable effect.
- Rad Resistance, Snakeater: Radiation and poison are marginal threats.
- Explorer, Mysterious Stranger, Pathfinder, Ranger, Scout, Scrounger, Survivalist: All world map perks are useless, due to the marginal nature of random encounters: They're neither particularly dangerous nor profitable to farm.
- Swift Learner: Useless. The purpose of levels is to gain perks. The purpose of perks is not gaining more levels.
Abilities
Perks in this category provide miscellaneous bonuses that do not fit in other categories. Awareness is among the most useful of perks.
Name | Level req | Other requirements | Ranks | Benefit |
---|---|---|---|---|
Animal Friend | 9 | IN 5, Outdoorsman 25% | 1 | Animals will not attack unless you attack first |
Awareness | 3 | PE 5 | 1 | Examining a target shows hit points, weapon and ammunition count |
Educated | 6 | IN 6 | 3 | +2 skill points at level up |
Empathy | 6 | PE 7, IN 5 | 1 | Reaction levels are shown when in an indepth converstaion |
Faster Healing | 3 | EN 6 | 3 | +1 bonus to your healing rate |
Flower Child | 9 | EN 5 | 1 | 50% less likely to be addicted to chems, and withdrawal time is halved |
Friendly Foe | 6 | PE 4 | 1 | In combat characters on your team are highlighted green |
Master Trader | 9 | CH 7, Barter 60% | 1 | 25% discount when purchasing items from stores and traders |
Mental Block | 15 | 1 | Resistance to Master's psychic attacks | |
Mutate! | 9 | 1 | Change one of your traits | |
Night Vision | 3 | PE 6 | 3 | 10% reduction in darkness level |
Swift Learner | 3 | IN 4 | 3 | +5% bonus whenever XP is earned |
Strong Back | 3 | ST 6, EN 6 | 3 | Carry an addition 50 lbs. of equipment |
Combat
A group of useful perks, especially those increasing the frequency of attacks. Bonuses stack.
Name | Level req | Other requirements | Ranks | Benefit |
---|---|---|---|---|
Bonus HtH Damage | 3 | ST 6, AG 6 | 3 | +2 points of damage for hand-to-hand and melee attacks (including Melee attacks!) |
Bonus Ranged Damage | 6 | AG 6, LK 6 | 2 | +2 points of damage for attacks with ranged weapons |
Bonus HtH Attacks | 6 | AG 6 | 1 | Hand-to-hand attacks cost 1 AP less to perform (including Melee attacks!) |
Bonus Rate of Fire | 9 | PE 6, IN 6, AG 7 | 1 | Ranged weapon attacks cost 1 AP less to perform |
Bonus Move | 6 | AG 5 | 3 | Two extra APs per turn that can be only be used for movement |
Action Boy | 12 | AG 5 | 3 | +1 Action Point |
Quick Pockets | 3 | AG 5 | 3 | -1 AP cost for opening inventory in combat |
Earlier Sequence | 3 | PE 6 | 3 | +2 to attack sequence |
Silent Death | 18 | AG 10, Sneak 80% | 1 | When sneaking, HtH attacks from behind do double damage |
Heave Ho! | 6 | 3 | +2 to Strength when determining range of a thrown weapon | |
Sharpshooter | 6 | PE 7, IN 6 | 2 | +2 to Perception when determining range modifiers |
Dialogue
Perks in this category are useless, either tied to broken mechanics or easily bypassed with drugs.
Name | Level req | Other requirements | Ranks | Benefit |
---|---|---|---|---|
Presence | 3 | CH 6 | 3 | +10% to initial reaction of non-player characters |
Cult of Personality | 12 | CH 10 | 1 | People will always view you favorably, no matter your reputation and their alignment |
Smooth Talker | 3 | IN 4 | 3 | +1 to Intelligence for the purposes of dialogue |
Survivability
Perks in this category should generally be chosen only if no better perks are available. See notes for details.
Name | Level req | Other requirements | Ranks | Benefit |
---|---|---|---|---|
Lifegiver | 12 | EN 4 | 3 | +4 HP per level |
Dodger | 9 | AG 4 | 2 | +5% to your Armor Class |
Toughness | 3 | EN 6, LK 6 | 3 | +10% to damage resistance |
Rad Resistance | 6 | EN 6, IN 4 | 3 | +15% to Radiation Resistance |
Snakeater | 6 | EN 3 | 1 | +25% to Poison Resistance |
Worldmap
Name | Level req | Other requirements | Ranks | Benefit |
---|---|---|---|---|
Explorer | 9 | 1 | Higher chance of finding special places and people in random encounters | |
Pathfinder | 6 | EN 6, Outdoorsman 40% | 2 | 25% reduction in travel time on the world map |
Mysterious Stranger | 6 | LK 7 | 1 | Chance you will gain a temporary ally in random encounters |
Ranger | 6 | PE 6 | 3 | Chance of hostile random encounters is lowered |
Scout | 3 | PE 8 | 1 | Exploration is increased by 1 square in every direction on the world map |
Scrounger | 9 | LK 8 | 1 | Doubles the amount of ammunition found in random encounters |
Fortune Finder | 6 | LK 8 | 1 | Additional money is found during random encounters |
Skills
These perks provide flat bonuses to skills or modify them. They are best avoided, as the skills they affect have marginal use in gameplay, with the exception of Tag!.
Name | Level req | Other requirements | Ranks | Benefit |
---|---|---|---|---|
Tag! | 12 | 1 | Pick an addition Tag Skill | |
Master Thief | 12 | 1 | +10% to skills: Sneak, Lockpick, Steal and Traps | |
Medic | 12 | 1 | +20% to skills: First Aid and Doctor | |
Mr. Fixit | 12 | 1 | +20% to skills: Repair and Science | |
Speaker | 12 | 1 | +20% to skills: Speech and Barter | |
Ghost | 6 | Sneak 60% | 1 | +20% to Sneak in dark conditions |
Pickpocket | 9 | AG 8, Sneak 80% | 1 | Size and facing modifiers are ignored when stealing from someone |
Survivalist | 3 | EN 6, IN 6, Outdoorsman 40% | 3 | +20% bonus to Outdoorsman for survival checks |
Healer | 3 | PE 7, IN 5, AG 6, First Aid 40% | 3 | 2-5 more hit points healed when using First Aid or Doctor skills |
Silent Running | 6 | AG 6, Sneak 50% | 1 | Able to sneak and run at the same time |
Criticals
Fallout New Vegas Double Perk Exploit List 2018
General perks affecting criticals.
Name | Level req | Other requirements | Ranks | Benefit |
---|---|---|---|---|
More Criticals | 6 | LK 6 | 3 | +5% chance of critical hits |
Better Criticals | 9 | PE 6, AG 4, LK 6 | 1 | 20% bonus on the critical hit table |
Slayer | 18 | ST 8, AG 8, Unarmed 80% | 1 | All HtH attacks are critical hits |
Sniper | 18 | PE 8, AG 8, Small Guns 80% | 1 | Increased chance to score a critical hit with ranged weapons |
Weapon perks
Weapon perks are enjoyed when one uses a specific weapon.
Name | Weapons wielded | Benefit |
---|---|---|
Weapon Accurate | Various | +20% bonus chance to hit |
Weapon Knockback | Sledgehammer Super sledge | Every five points of damage knocks the target back one hex |
Weapon Long Range | Various | Doubles the effective range of the weapon |
Weapon Penetrate | .223 pistol Ripper Power fist | Reduces target's Damage threshold to one-fifth it's normal value |
Fallout New Vegas Perk Codes
Armor perks
Armor perks are enjoyed when one wears a specific piece of armor.
Name | Armors worn | Benefit |
---|---|---|
Combat Armor | Combat armor Brotherhood armor | +20 Radiation resistance |
Powered Armor | Power armor Hardened power armor | +3 Strength, +30 Radiation resistance |
See also
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