Fallout New Vegas Best Traits
Apr 21, 2013 - This page lists all traits in Fallout: New Vegas. The content is not described in full detail on this page. For details, please see the respective.
One of my favorite announcements to come during E3 didn't come from the show floor, but from Bethesda's forums. During, Fallout: New Vegas lead designer Josh Sawyer confirmed that traits would once again be part of character creation. I'm ashamed of myself for not asking the same question earlier, but I'd assumed the return of traits would be too good to be true - outside of isometric perspective and turn-based combat, traits are the classic Fallout feature I missed most in Fallout 3. After the jump I'll tell you why, and reveal an exclusive new trait you'll get to try out in New Vegas.What's so great about traits?In Fallout 1 and 2, traits were game-changers that made every play-through different from the last. Choosing a pair of character-altering modifiers at the outset of your quest defined both your strengths and your weaknesses, and thus your play style. You could choose a trait like Bruiser, which increases your strength stat but reduced your action points and combine that with Gifted, which increases all seven of your SPECIAL stats but reduces your skillpoints, creating a slow but powerful melee character with a lot of potential at higher levels—though you'd be reliant on finding skill-boosting books to realize it. Or you might choose Fast Shot, which reduces the number of action points required to attack but disables your ability to target specific body parts, with One Hander, which sharpens your accuracy with one-handed weapons but reduces your aim with two-handed equipment to create an expert gunslinger who'll fill enemies with lead before they know what hit'em.
A pacifist player could choose Good Natured, which boosts your starting First Aid, Doctor, Speech and Barter skills but reduces your weapon skills and Skilled, which gives you extra skill points every level but reduces your perk frequency to one every four levels to build a character who can talk or buy his way out of most situations.Where'd they go?While I disagree with Bethesda's decision to remove traits from Fallout 3, I understand why they did it. A new player coming to Fallout 3 could easily choose major game-changing traits without knowing what he was signing up for, creating a character that wasn't suited to the way he liked to play and basically breaking the game for him. And, since you choose traits before you start actually playing, a first-time player wouldn't appreciate the effects of a trait like Bloody Mess because he wouldn't have seen what the game was like when people didn't transform into explosions of gore from the slightest touch. It's a fair point.MPUThankfully, Obsidian has capitalized on the fact that gamers have now been re-introduced to Fallout, and so New Vegas is the perfect opportunity to bring back traits. The number of players who will buy New Vegas without having played Fallout 3 is probably going to be relatively small, so it's safe to take off the training wheels and let us make some game-changing decisions.
In Shining Armor Level 2, Repair 20, Science 70: When you wear reflective armor you are able to deflect a portion of the damage that energy weapons will do to you. You gain an additional 5 Damage Threshold when wearing armor, and an additional 2 when wearing reflective eyewear.Junk Rounds Level 2, LCK 6, Repair 45: This perk allows you to craft nearly any type of ammunition using 'junk', mainly scrap metal and tin cans. Although the resources required are vastly greater, you can create harder to find ammo without needing the vastly higher Repair skill that the Hand Loader perk requires.Light Touch Level 2, AGL 6, Repair 45: This perk allows you to move a lot more easily when you’re wearing something light. You gain a 5 percent increase in your chance to critically hit an enemy, and your enemies will have a 25 percent harder time landing a critical hit. If you wear light armor this is definitely one of the Fallout: New Vegas DLC Perks you should get early on.Old World Gourmet Level 2, END 6, Survival 45: When you have this perk your body becomes more accustomed to the things that were around before the blast. You gain a 50 percent bonus to any health gains from snack foods, and Scotch, Vodka and Wine will now give you a health bonus as well when you drink them.
To top it all off, you now have a 25 percent resistance to addiction. And Stay Back Level 10, Guns 70: When you use a shotgun you will have a 10 percent chance per pellet to knock an enemy to the ground.
Although the perk description might lead you to believe this would knock an enemy back, it does not. It simply knocks them to the ground.
If you've already picked up Shotgun Surgeon you might want to consider this perk as well.Heavy Weight Level 12, STR 7: If you like to carry around a few heavy weapons, then this is the perk for you. Any weapon that weighs more than 10 pounds has its weight cut in half, making your load much easier to carry. Keep in mind that in order for this perk to work, the gun needs to be heavier then 10 pounds. If you modify your weapon so that it's lighter than 10 pounds, this perk will not kick in.Hobbler Level 12, PER 7: This is similar to the Sniper perk, except instead of head hunting you're taking out their legs. Although it may not kill them as fast, if they can't maneuver they're a whole lot easier to deal with. Dead Money Companion Perks.
In My Footsteps God Personality of 'Dog and God': When your psychologically disturbed Nightkin friend is displaying the God personality, and is with you, traps will no longer trigger when you walk over them. Your stealth is also increased.Ravenous Hunger Dog Personality of 'Dog and God': This is not a perk directly, but it is the effect of this personality coming along with you. When you knock Ghost People unconscious, Dog will eat them and they will stay down.
You won't have to dismember or disintegrate them to keep them down.Signal Interference Christine: This perk will give you an extra buffer to your collar by limiting the signal for a short time, effectively granting an extra 50 percent lag before your collar will detonate.Unclean Living Dean Domino: This perk gives you limited protection against toxic clouds. Not only will you be able to move in them for a brief period before they start to damage you, but the damage will be 25 percent less. Dead Money Unlockable Perks. Coin Operator Christine : As long as you have both the proper Intelligence and Perception, both being 6, you can pass the checks that grant this perk. This perk allows you to take Fission Batteries and Scrap Metal to make Sierra Madre chips, which can be used in the vending machines of the Sierra Madre, or the one in the Abandoned Brotherhood of Steel Bunker.Ghost Hunter Dog: After seeing Dog devour one of the Ghost People you can obtain this perk by talking to him. After that, Ghost People will be much more likely to die when you reduce them to zero health, and at the very least one of their limbs will randomly explode off of them.Sierra Madre Martini Dean Domino: After talking to Dean Domino about his secret stashes, he'll let you in on a secret. Grunt Level 8, Guns 45, Explosives 20: You’re much more capable with certain weapons and do 25 percent more damage with them.
These are: 9mm and.45 Auto Pistols and SMGs, Service Rifles, Assault and Marksman Carbines, Light Machine Guns, Frag Grenades, Grenade Rifles and Launchers and Combat KnivesHome on the Range Level 8, Survival 70: Whenever you come upon a Campfire you will now have the option to sleep. This perk has several benefits, but keep in mind this is not one of your beds, and so will not give the Well Rested bonus.Sneering Imperialist Level 8: You gain both a 15 percent bonus to damage and a 25 percent bonus to accuracy in VATS when fighting against Tribals, Raiders and Fiends. This might sound limited but there are a wide variety of groups that have limited numbers of these types in their group, like Great Khans, Freesiders or Westsider Militia and Thugs.Tribal Wisdom Level 8, Survival 70: Not only do you take 50 percent less damage to your limbs from animals, mutated animals and mutated insects, you gain a 25 percent resistance to poison and are now able to consume insects while in sneak mode, much like the Canibal perk. If you're planning on getting your Survival skill up this high, this is a great option to get in these new Fallout: New Vegas DLC Perks. Fight the Power!
Level 10: This perk allows you to better fight those with an established power base. Whenever you are fighting against anyone wearing NCR, Legion or Brotherhood of Steel armor, your Damage Threshold is increased by 2 and your critical chance to damage them is increased by 5 percent.Eye for Eye Level 20: With this perk, the more crippled limbs you have the more damage you’re able to dish out to your enemies. Each crippled limb gives you an additional 10 percent to your damage output. Honest Hearts Companion Perks. Well-Stacked Cairns Follows-Chalk: When you visit any summit in Zion you will not only reveal all nearby map markers, but your perception will be increased for a full 3 minutes.Quiet As The Waters Waking Cloud: When this perk is active you're much harder to spot by the White Legs. Their perception is decreased by 3, enabling you to sneak much more effectively.The Way of the Canaanite Joshua Graham: If you’re a fan of.45 Auto Pistol this will be a great perk for the short time you have it.
The gun has a decreased spread and your base chance to score a critical hit is doubled. Old World Blues TraitsClaustrophobia -: Do you like to roam the vast wasteland, or do you prefer to dig down into all of its hidden secrets? If you answered yes to the first question, this trait might be for you. Call of duty advanced warfare guns.
When you are outside you will gain a bonus of one to all of your SPECIAL attributes, while being inside will do the reverse and lower all of your attributes by one.Early Bird -: This trait gives you a bonus or a penalty to your SPECIAL attributes based on the time of day. In the morning, from 6AM to 12PM you gain a bonus of two to all of your SPECIAL stats, but at night from 6PM to 6AM you have a penalty of one to your SPECIAL stats. Hoarder -: When you’re a Hoarder you're used to keeping a lot of stuff with you, so it only makes sense that you'd be used to carrying more than the normal person. You are now able to carry an extra 25 lbs., but if you aren't carrying at least 160 lbs.
Of stuff you will start to feel off, resulting in a negative point to all SPECIAL stats.Hot Blooded -: When you take this trait you’re indicating you've got an anger issue. When your health drops below 50 percent you will get angry. Your damage will increase by 10 percent, but at the same time your Agility and Perception will drop by two points each.Logan's Loophole -: If you don't mind getting stuck at level 30 this can be a great trait. In exchange for this limit you will never become addicted to any substances.
Chems will also last twice as long.Skilled -: This trait allows you to be extra skilled, but at the penalty to not paying attention to every day experiences. You gain a bonus of 5 points to all skills, totaling 65 points in total, but you now gain 10 percent less experience as you level. There's plenty of experience to go around though, which makes this a great trait to scoop up. Old World Blues Regular PerksAtomic! Level 20, END 6: Taking this perk is a good idea for those that enjoy being full of radiation.
The more irradiated you are, the faster your Action Points regenerate. Your run speed and attack speed are also increased. Overall not a bad perk, but as most people want to get rid of radiation quickly, this perk really depends on your play style.
Mile In Their Shoes Level 20, Survival 25: This perk will give you a temporary one point bonus to Perception, 5 percent boost to Poison Resistance, and 5 percent to Sneak after eating Nightstalker Squeezin's.Them's Good Eatin Level 20, Survival 55: Whenever you kill any living creature you will have a 50 percent chance of finding the items Thin Red Paste or Blood Sausage on them. Both of these are healing items in their own right, but can be used to craft more powerful healing items that can be very useful.Implant GRX Level 30, END 8, 2 Ranks: When you gain the Implant GRX you have instant access to a Turbo like substance that can be released 5 times per day at rank one, or 10 times per day at rank two. The effect lasts for 2 or 3 seconds depending on the rank. While the Chemist and Day Tripper perk will work in conjunction with this perk, the Fast Times perk does not. This perk could be great or completely junk depending on how you feel about Turbo, so you should definitely experiment with Turbo first. Old World Blues Unlockable PerksBrainless Doctor Klein: Congratulations, your brain has been removed. Your head can no longer be crippled; you've got a bonus of 25 percent to resisting chem addiction, and a 5 percent bonus to your Damage Threshold.Heartless Doctor Klein: You no longer have a heart.
You can no longer be poisoned, healing items are boosted by 25 percent, and robots are confused by you lowering their ability to ring your bell with a critical hit by 50 percent.Spineless Doctor Klein: Yes, your spine has been removed too this time. Your Strength has been increased by 1, Damage Threshold is also raised by 1, and your torso can no longer be crippled.Big Brained Sink Auto-Doc, DLC Completion: You have your brain back and it has improved while it was away. Your head still can't be crippled, but your resistance to chems has been lowered by 10 percent from the previous state. Your Damage Threshold is now increased by 10 percent though.Cardiac Arrest Sink Auto-Doc, DLC Completion: With your heart back in your body you are now only 50 percent resistant to poison and robots will be only 25 percent less likely to gain a critical hit, but healing items now are 50 percent more effective than normal. Reinforced Spine Sink Auto-Doc, DLC Completion: Your spine is back and better than ever. Your torso can be crippled now, but the bonuses to your Strength and Damage Threshold are now doubled, adding 2 points to each instead of 1.Implant C-13 Sink Auto-Doc, 8,000 Caps: This implant will give you a 10 percent damage boost to cazadores.Implant M-5 Sink Auto-Doc, 10,000 Caps: This implant will increase your movement speed when you are crouched by 20 percent.Implant Y-3 Sink Auto-Doc, 12,000 Caps: This implant can eliminate the radiation from small water sources. It will help you with Dirty Water, but not if your drinking from a toilet.Implant Y-7 Sink Auto-Doc, 20,000 Caps: This implant will allow you to gain additional health and Action Points when eating food.
Fallout New Vegas Skilled Trait
The end result is a 5 HP bonus and a 2 AP bonus.DNAgent X-8 Data Retrieval Test Quest: After completing the required quest you will now do an additional 10 percent damage to Nightstalkers.DNAvenger 3 Ranks: You must kill several cazadores in the Big Mountain Research and Development Center area for this perk. Each rank of this perk adds an additional 10 percent damage to cazadores. You must kill 2 cazadores, then 3 cazadores, and then 5 cazadores to reach the highest rank. Looking for More?This is part of a series detailing all of the Fallout: New Vegas perks.
Fallout Nv Traits
If this isn't the guide that you're looking for please, click on one of the other articles in this series to take you to where you want to go. ReferencesAll information and screenshots from Fallout: New Vegas – DLC – Dead Money, Honest Hearts, and Old World Blues This post is part of the series: Full List of Fallout New Vegas Perks.