Fallout: New Vegas perks, traits and skills at GameBanshee
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 |
|---|---|---|---|---|
| 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, nightstalkers, 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. |