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Fallout: New Vegas perks, traits and skills at GameBanshee

Ausir October 15, 2010 User blog:Ausir

GameBanshee gives us the very first look at all Fallout: New Vegas perks aside from the quest-related ones, as well as new info on traits, skills, attributes, etc. Read it there or below:

Name Level req Other requirements Ranks Benefit

Black Widow/Lady Killer

2 1 +10% damage to the opposite sex and unique dialogue options with certain characters.
Cherchez La Femme/Confirmed Bachelor 2 1 +10% damage to the same sex and unique dialogue options with certain characters.
Friend of the Night 2 PE 6, Sneak 30 1 Your eyes adapt quickly to low-light conditions
Heave, Ho! 2 ST 5, Explosives 30 1 All thrown weapons fly farther and faster for you.
Hunter 2 Survival 30 1 In combat, you do 75% more critical damage against animals and mutated animals.
Intense Training 2 10 You can put a single point into any of your SPECIAL attributes.
Rapid Reload 2 AG 5, Guns 30 1 All of your weapon reloads are 25% faster than normal.
Retention 2 IN 5 1 Skill Magazines have a longer duration
Swift Learner 2 IN 4 3 You gain an additional 10% whenever Experience Points are earned.
Cannibal 4 1 When you're in Sneak mode, you gain the option to eat a human corpse to regain hit points, but lose Karma.
Comprehension 4 IN 4 1 You gain one additional skill point for reading books and double the skill points for reading magazines.
Educated 4 IN 4 1 You gain two more skill ponits every time you advance in level.
Entomologist 4 IN 4, Survival 45 1 You do an additional 50% damage every time you attack a mutated insect.
Rad Child 4 Survival 70 1 The more irradiated you are, the bigger the bonus to your healing.
Run 'n Gun 4 Guns 45 or Energy Weapons 45 1 Reduces accuracy penalties with one-handed ranged weapons while walking or running.
Travel Light 4 Survival 45 1 While wearing light armor or no armor, you run 10% faster.
Bloody Mess 6 1 +5% overall damage, more violent death animations.
Demolition Expert 6 Explosives 50 3 +20% damage with explosives
Ferocious Loyalty 6 CH 6 1 When you drop below 50% HP, companions gain DT.
Fortune Finder 6 LK 5 1 Considerably more Bottle caps will be found in stockpiles.
Gunslinger 6 1 More accuracy in V.A.T.S. with one-handed weapons.
Hand Loader 6 Repair 70 1 When using Guns, you are more likely to recover cases and hulls. You also have all hand load recipes unlocked at any reloading benches.
Lead Belly 6 EN 5 1 -50% radiation taken from food and water sources.
Shotgun Surgeon 6 Guns 45 1 When using shotguns, regardless of ammunition used, you ignore an additional 10 points of a target's Damage Threshold.
The Professional 6 Sneak 70 1 Your sneak attack criticals with revolvers, pistols, and submachine guns (guns and energy weapons) all inflict an additional 20% damage.
Toughness 6 EN 5 2 +3% DT permanently
Vigilant Recycler 6 Science 70 1 When using Energy Weapons, you are more likely to recover drained ammunition. You also have more efficient recycling recipes available at workbenches.
Commando 8 1 More accuracy in V.A.T.S. with two-handed weapons.
Cowboy 8 Guns 45, Melee 45 1 Increases damage done by dynamite, hatchets, knives, revolvers, and lever-action guns.
Living Anatomy 8 Medicine 70 1 Shows health and Damage Threshold of any target. +5% bonus to damage against humans and non-feral ghouls.
Pack Rat 8 Intelligence 5, Barter 70 1 Items with a weight of two pounds or less now weigh half as much
Quick Draw 8 AG 5 1 Makes weapon equipping and holstering 50% faster.
Rad Resistance 8 EN 5, Survival 40 1 +25% Radiation Resistance permanently.
Scrounger 8 LK 5 Considerably more ammo in stockpiles.
Stonewall 8 ST 6, EN 6 1 +5 DT against melee and unarmed attacks and cannot be knocked down during combat.
Strong Back 8 ST 5, EN 5 1 +50 Carry Weight.
Super Slam 8 ST 6, Melee Weapons 45 1 All melee (except thrown) and unarmed attacks have a chance of knocking your target down.
Terrifying Presence 8 Speech 70 1 Can intimidate foes through dialogue; closing dialogue results in the foe fleeing for 5 seconds.
Here and Now 10 1 You instantly level up again.
Animal Friend 10 CH 6, Survival 45 2 On 1st rank, hostile animals become friendly. On 2nd rank they come to your aid against enemies except against other animals.
Finesse 10 1 +5% Critical Chance
Math Wrath 10 Science 70 1 Reduces all AP costs by 10%
Miss Fortunate 10 LK 6 1 Chance that Miss Fortunate will finish off a target in VATS.
Mister Sandman 10 Sneak 60 1 Can instantly kill a sleeping NPC, and earns bonus XP
Mysterious Stranger 10 LK 6 1 Chance that the Stranger will finish off a target in VATS.
Nerd Rage! 10 IN 5, Science 50 1 +15% DT and Strength increased to 10 whenever health is 20% or lower
Night Person 10 1 +2 Intelligence and +2 Perception between 6:00 P.M. and 6:00 A.M.
Plasma Spaz 10 Energy Weapons 70 1 AP costs for all plasma weapons are reduced by 10%.
Fast Metabolism 12 1 +20% Hit Points restored with Stimpaks.
Ghastly Scavenger 12 Cannibal perk 1 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.
Hit the Deck 12 Explosives 70 1 + 50% DT against explosives.
Life Giver 12 EN 6 1 +30 hit points.
Long Haul 12 EN 6, Barter 70 1 Being over-encumbered no longer prevents you from using fast travel.
Piercing Strike 12 Unarmed 70 All your unarmed and melee attacks negate 15 points of DT.
Pyromaniac 12 Explosives 60 1 +50% damage with fire-based weapons.
Robotics Expert 12 Science 50 1 +25% damage to robots, can shut down robots by sneaking up on them
Silent Running 12 AG 6, Sneak 50 1 Running no longer factors into a successful sneak attempt.
Sniper 12 PE 6, AG 6 1 More likely to hit the target's head in V.A.T.S.
Splash Damage 12 Explosives 70 1 Explosives have a 25% larger area of effect.
Unstoppable Force 12 ST 7, Melee Weapons 90 1 You do additional damage through enemy blocks with melee and unarmed attacks,
Adamantium Skeleton 14 1 Damage taken by limbs reduced by 50%.
Center of Mass 14 Guns 70 1 In VATS., you do an additional 15% damage when targeting the torso.
Chemist 14 Medicine 60 1 Chems last twice as long,
Jury Rigging 14 Repair 90 1 Repair any item using a roughly similar item.
Light Step 14 PE 6, AG 6 1 Floor traps or mines will not be set off.
Purifier 14 1 You do 50% extra damage with melee and unarmed weapons against centaurs, night stalkers, spore plants, spore carriers, deathclaws, super mutants, and feral ghouls.
Action Boy/
Action Girl
16 Agility 6 2 +15 Action Points
Better Criticals 16 PE 6, LK 6 1 +50% damage with critical hits
Chem Resistant 16 Medicine 60 1 Half as likely to get addicted.
Meltdown 16 Energy Weapons 90 1 Foes killed by your Energy Weapons emit a corona of harmful energy.
Tag! 16 1 Fourth "tag" skill: +15 points to that skill.
Weapon Handling 16 ST < 10 1 Weapon ST requirements are now 2 points lower than normal for you.
Computer Whiz 18 IN 7, Science 70 1 Can hack a locked down terminal with four more chances.
Concentrated Fire 18 Energy Weapons 60, Guns 60 1 More accuracy in V.A.T.S. with every attack on a given body part queued.
Infiltrator 18 PE 7, Lockpick 70 1 Can pick a broken lock with one more bobby pin.
Paralyzing Palm 18 Unarmed 70 1 Can paralyze an enemy for 30 seconds with a V.A.T.S. unarmed attack.
Explorer 20 1 All locations are marked on your map.
Grim Reaper's Sprint 20 1 A kill in V.A.T.S. restores 20 AP immediately.
Ninja 20 Melee Weapons 80, Sneak 80 1 +15%( 15 luck skill) critical chance with melee and unarmed weapons, +25% damage with sneak attack criticals
Solar Powered 20 EN 7 1 +2 Strength and +1 HP every 10 seconds while outside, from 6:00 A.M. to 6:00 P.M.
Laser Commander 22 Energy Weapons 90 1 You do an extra 15% damage and have a 10% extra chance to critically hit with any laser weapon.
Nuka Chemist 22 Science 90 1 Unlocks special Nuka-Cola recipes at the Workbench.
Spray 'n Pray 22 1 Your attacks do much less damage to companions.
Slayer 24 AG 7, Unarmed 90 1 The speed of all your melee and unarmed attacks is increased by 30%.
Nerves of Steel 26 AG 7 1 Faster AP regeneration.
Rad Absorption 28 EN 7 1 -1 Rad every 20 seconds.
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