Fallout New Vegas Double Perk Exploit List



Aug 11, 2011 Fallout New Vegas Double your perks (Mantis Foreleg Glitch) PATCHED - Duration. GET 28 PERKS - Fallout New Vegas Glitch - Duration: 8:12. Max Rumplestiltskin 810,638 views. For Fallout: New Vegas on the Xbox 360, a GameFAQs message board topic titled 'Double perk glitch, a fix to nonfunctional perks'.

  1. Fallout New Vegas Double Perk Exploit List 3
  2. Fallout New Vegas Double Perk Exploit List 1
  • Items
  • Locations
  • SPECIAL
    • Perks
      Skills
  • This page lists all perks in the original Fallout.
    • 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 content, please refer to 'Portal:Fallout'.

    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 character's skills in Fallout 3, most of the skill-boosting perks have been removed or replaced. There are 88 regular perks, eight companion perks, 16 challenge perks, and 18 special perks. For Fallout: New Vegas on the PlayStation 3, a GameFAQs message board topic titled 'Goodsprings 28 Perk Exploit complete.'

    • 1List of perks

    List of perks

    Fallout new vegas perk codes

    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.

    NameLevel reqOther requirementsRanksBenefit
    Animal Friend9IN 5, Outdoorsman 25%1Animals will not attack unless you attack first
    Awareness3PE 51Examining a target shows hit points, weapon and ammunition count
    Educated6IN 63+2 skill points at level up
    Empathy6PE 7, IN 51Reaction levels are shown when in an indepth converstaion
    Faster Healing3EN 63+1 bonus to your healing rate
    Flower Child9EN 5150% less likely to be addicted to chems, and withdrawal time is halved
    Friendly Foe6PE 41In combat characters on your team are highlighted green
    Master Trader9CH 7, Barter 60%125% discount when purchasing items from stores and traders
    Mental Block151Resistance to Master's psychic attacks
    Mutate!91Change one of your traits
    Night Vision3PE 6310% reduction in darkness level
    Swift Learner3IN 43+5% bonus whenever XP is earned
    Strong Back3ST 6, EN 63Carry an addition 50 lbs. of equipment

    Fallout New Vegas Double Perk Exploit List 3

    Combat

    A group of useful perks, especially those increasing the frequency of attacks. Bonuses stack.

    NameLevel reqOther requirementsRanksBenefit
    Bonus HtH Damage3ST 6, AG 63+2 points of damage for hand-to-hand and melee attacks (including Melee attacks!)
    Bonus Ranged Damage6AG 6, LK 62+2 points of damage for attacks with ranged weapons
    Bonus HtH Attacks6AG 61Hand-to-hand attacks cost 1 AP less to perform (including Melee attacks!)
    Bonus Rate of Fire9PE 6, IN 6, AG 71Ranged weapon attacks cost 1 AP less to perform
    Bonus Move6AG 53Two extra APs per turn that can be only be used for movement
    Action Boy12AG 53+1 Action Point
    Quick Pockets3AG 53-1 AP cost for opening inventory in combat
    Earlier Sequence3PE 63+2 to attack sequence
    Silent Death18AG 10, Sneak 80%1When sneaking, HtH attacks from behind do double damage
    Heave Ho!63+2 to Strength when determining range of a thrown weapon
    Sharpshooter6PE 7, IN 62+2 to Perception when determining range modifiers

    Dialogue

    Perk

    Perks in this category are useless, either tied to broken mechanics or easily bypassed with drugs.

    NameLevel reqOther requirementsRanksBenefit
    Presence3CH 63+10% to initial reaction of non-player characters
    Cult of Personality12CH 101People will always view you favorably, no matter your reputation and their alignment
    Smooth Talker3IN 43+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.

    NameLevel reqOther requirementsRanksBenefit
    Lifegiver12EN 43+4 HP per level
    Dodger9AG 42+5% to your Armor Class
    Toughness3EN 6, LK 63+10% to damage resistance
    Rad Resistance6EN 6, IN 43+15% to Radiation Resistance
    Snakeater6EN 31+25% to Poison Resistance

    Worldmap

    NameLevel reqOther requirementsRanksBenefit
    Explorer91Higher chance of finding special places and people in random encounters
    Pathfinder6EN 6, Outdoorsman 40%225% reduction in travel time on the world map
    Mysterious Stranger6LK 71Chance you will gain a temporary ally in random encounters
    Ranger6PE 63Chance of hostile random encounters is lowered
    Scout3PE 81Exploration is increased by 1 square in every direction on the world map
    Scrounger9LK 81Doubles the amount of ammunition found in random encounters
    Fortune Finder6LK 81Additional 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!.

    Fallout New Vegas Double Perk Exploit List
    NameLevel reqOther requirementsRanksBenefit
    Tag!121Pick an addition Tag Skill
    Master Thief121+10% to skills: Sneak, Lockpick, Steal and Traps
    Medic121+20% to skills: First Aid and Doctor
    Mr. Fixit121+20% to skills: Repair and Science
    Speaker121+20% to skills: Speech and Barter
    Ghost6Sneak 60%1+20% to Sneak in dark conditions
    Pickpocket9AG 8, Sneak 80%1Size and facing modifiers are ignored when stealing from someone
    Survivalist3EN 6, IN 6, Outdoorsman 40%3+20% bonus to Outdoorsman for survival checks
    Healer3PE 7, IN 5, AG 6, First Aid 40%32-5 more hit points healed when using First Aid or Doctor skills
    Silent Running6AG 6, Sneak 50%1Able to sneak and run at the same time

    Fallout New Vegas Double Perk Exploit List 1

    Criticals

    General perks affecting criticals. Isuzu elf owners manual.

    NameLevel reqOther requirementsRanksBenefit
    More Criticals6LK 63+5% chance of critical hits
    Better Criticals9PE 6, AG 4, LK 6120% bonus on the critical hit table
    Slayer18ST 8, AG 8, Unarmed 80%1All HtH attacks are critical hits
    Sniper18PE 8, AG 8, Small Guns 80%1Increased chance to score a critical hit with ranged weapons

    Weapon perks

    Weapon perks are enjoyed when one uses a specific weapon.

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    NameWeapons wieldedBenefit
    Weapon AccurateVarious+20% bonus chance to hit
    Weapon KnockbackSledgehammer
    Super sledge
    Every five points of damage knocks the target back one hex
    Weapon Long RangeVariousDoubles 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 double perk exploit list 2018

    Armor perks

    Armor perks are enjoyed when one wears a specific piece of armor.

    NameArmors wornBenefit
    Combat ArmorCombat armor
    Brotherhood armor
    +20 Radiation resistance
    Powered ArmorPower armor
    Hardened power armor
    +3 Strength, +30 Radiation resistance

    See also

    Perks in Fallout
    Level 3Awareness ·Bonus HtH Damage ·Earlier Sequence ·Faster Healing ·Healer ·Night Vision ·Presence ·Quick Pockets ·Scout ·Smooth Talker ·Strong Back ·Survivalist ·Swift Learner ·Toughness
    Level 6Bonus HtH Attacks ·Bonus Move ·Bonus Ranged Damage ·Educated ·Empathy ·Fortune Finder ·Friendly Foe ·Ghost ·Heave Ho! ·More Criticals ·Mysterious Stranger ·Pathfinder ·Rad Resistance ·Ranger ·Sharpshooter ·Silent Running ·Snakeater
    Level 9Animal Friend ·Better Criticals ·Bonus Rate of Fire ·Dodger ·Explorer ·Flower Child ·Master Trader ·Mutate! ·Pickpocket ·Scrounger
    Level 12Action Boy ·Cult of Personality ·Lifegiver ·Master Thief ·Medic ·Mr. Fixit ·Speaker ·Tag!
    Level 15Mental Block
    Level 18Silent Death ·Slayer ·Sniper
    Weapon perksWeapon Accurate ·Weapon Knockback ·Weapon Long Range ·Weapon Penetrate
    Armor perksCombat Armor ·Powered Armor
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