hide results

    Character Creation FAQ by Haeravon

    Version: v1.01 | Updated: 11/22/12 | Printable Version | Search Guide | Bookmark Guide

    This guide is set at a width of 72 characters. For ease of use, make
    sure your browser is displaying all the numbers on the line below.
    |								       |
    |		  Fallout: New Vegas Ultimate Edition		       |
    |			     					       |
    Version 1.01
    Written by: Nathan Garvin
    Email: Theendbringer (at) Hotmail (dot) com.
    If you're going to email me about this guide, make sure you put
    "FALLOUT: NEW VEGAS" in the title, or I'll probably end up deleting it
    as junk.
    Guide Information
    This FAQ was made in Notepad, and is best viewed in a simple text
    editor. The default text is Lucida Console at size 10 font, but any
    fixed-width font will work... if not with the intended aesthetics
    Note that this is an incredibly large FAQ, and depending on your 
    computer, internet speed, and the restlessness of computer gremlins,
    you may have to refresh this file several times to get the whole thing
    to load. Look for the ***END OF FILE*** line at the bottom to ensure
    you've got the whole thing.
    I have no affiliation with Bethesda, Obsidian, or any other parties
    involved with this game. This is a not-for-profit fan-made guide. If you
    wish to post, mirror, or quote this guide, feel free to do so. Credit
    would make me happy, an email would make me feel good. Let your
    conscience be your guide, just like all good people.
    Supporting HaeravonFAQs
    Now, I know this is a not-for-profit FAQ, but FAQ writing is time
    consuming work. If you wanted to show your appreciation for this FAQ 
    and/or support for future FAQs by donating to my PayPal account, that
    would be an above-and-beyond gesture. If every person who downloaded
    my FAQs donated a penny... well, it would help out immensely (not
    really, since it won't even cover PayPal's fees, and in fact, very, very
    few people out of my 2,000,000 hits donate anything-it's hyperbolic
    speech, people). Now, without any more PBS-style solicitation...
    Alternatively, you can use the PayPal button on my webpage, at
    HaeravonFAQs on Facebook
    If you liked this FAQ, if you like talking about video games, if you
    think sunshine was for people who were born before they had the good
    sense to invent pixels, then you're not alone. Check out my Facebook
    page at (www.facebook.com/HaeravonFAQs) for mindless video game
    chatter, information about updates and upcoming FAQs, or for just a
    more direct connection to yours truly, so you can tell me in person
    about all the mistakes, typos, and other imperfections you've found.
    Yeah, there's a website, of course there's a website. You KNEW there
    would be a website eventually. If the meagre pickings of Facebook
    doesn't do it for you, if you want full articles, stories, opinion
    pieces, reviews, and even more in-depth gaming information provided by
    Haeravon and fellow contributors (die-hard nerds, one and all) check
    out Haeravon.com, a gaming community that really is made for-and by-
    Table of Contents
    I. Introduction				{INT001}
    	1. The DLCs			{INT002}
    II. S.P.E.C.I.A.L. Attributes		{SPC001}
    	1. Implants			{SPC002}
    	2. Why Get the Monocyte Breeder {SPC003}
    	3. Lonesome Road DLC Bonus	{SPC004}
    	4. Strength			{SPC005}
    	5. Perception			{SPC006}
    	6. Endurance			{SPC007}
    	7. Charisma			{SPC008}
    	8. Intelligence			{SPC009}
    	9. Agility			{SPC010}
    	10. Luck			{SPC011}
    	11. My Personal Build,		{SPC012}
    III. Skills				{SKL001}
    	1. Base				{SKL002}
    	2. Tag!				{SKL003}
    	3. Leveling			{SKL004}
    	4. Books			{SKL005}
    	5. Magazines			{SKL006}
    	6. Breakdown of Skill Points	{SKL007}
    	7. Barter			{SKL008}
    	8. Energy Weapons		{SKL009}
    	9. Explosives			{SKL010}
    	10. Guns			{SKL011}
    	11. Lockpick			{SKL012}
    	12. Medicine			{SKL013}
    	13. Melee Weapons		{SKL014}
    	14. Repair			{SKL015}
    	15. Science			{SKL016}
    	16. Sneak			{SKL017}
    	17. Speech			{SKL018}
    	18. Survival			{SKL029}
    	19. Unarmed			{SKL020}
    	20. Skills I Tag! (and why)	{SKL021}
    	21. Skill Point Allocation 	{SKL022}
    IV. Traits				{TRT001}
    	1. The Sink Psychiatric		{TRT002}
    	2. Built to Destroy		{TRT003}
    	3. Claustrophobia		{TRT004}
    	4. Early Bird			{TRT005}
    	5. Fast Shot			{TRT006}
    	6. Four Eyes			{TRT007}
    	7. Good Natured			{TRT008}
    	8. Heavy Handed			{TRT009}
    	9. Hoarder			{TRT010}
    	10. Hot Blooded			{TRT011}
    	11. Kamikaze			{TRT012}
    	12. Logan's Loophole		{TRT013}
    	13. Loose Cannon		{TRT014}
    	14. Skilled			{TRT015}
    	15. Small Frame			{TRT016}
    	16. Trigger Discipline		{TRT017}
    	17. Wild Wasteland		{TRT018}
    	18. My Personal Build, Traits	{TRT019}
    V. Perks				{PRK001}
    	1. Level 2 Perks		{PRK002}
    	2. Level 4 Perks		{PRK003}
    	3. Level 6 Perks		{PRK004}
    	4. Level 8 Perks		{PRK005}
    	5. Level 10 Perks		{PRK006}
    	6. Level 12 Perks		{PRK007}
    	7. Level 14 Perks		{PRK008}
    	8. Level 16 Perks		{PRK009}
    	9. Level 18 Perks		{PRK010}
    	10. Level 20 Perks		{PRK011}
    	11. Level 22-28 Perks		{PRK012}
    	12. Level 30+ Perks		{PRK013}
    	13. Additional Perks		{PRK014}
    	14. My Personal Build, Perks	{PRK015}
    VI. Getting Started in the Mohave 	{MOH001}
    	1. The New Vegas 		{MOH002}
    	   Medical Clinic Run
    	2. Alternate Routes		{MOH003}
    	3. Jackpot Winner!		{MOH004}
    	4. Infinite Experience 		{MOH005}
    	5. "Free" Repairs		{MOH006}
    	6. Elite Riot Gear		{MOH007}
    	7. Gobi Campaign Scout Rifle	{MOH008}
    	8. Pew-Pew			{MOH009}
    	9. Q-35 Matter Modulator	{MOH010}
    	10. Joshua Graham's Armor	{MOH011}
    	11. Remnant Power Armor		{MOH012}
    	12. Remnant Power Helmet	{MOH013}
    	13. This Machine		{MOH014}
    	14. Ulysses' Duster		{MOH015}
    	14. YCS/186 -or- Alien Blaster	{MOH016}
    VII. Hardcore Mode Blues		{HMB001}
    	1. Survival of the Skilled	{HMB002}
    	2. H20				{HMB003}
    	3. Food				{HMB004}
    	4. Sleep			{HMB005}
    	5. 'Tis But a Flesh Wound..	{HMB006}
    	6. Ammo Weight Hate		{HMB007}
    	7. And Then There Was One..	{HMB008}
    	8. First Do No Harm		{HMB009}
    	9. Don't Mind the Grind		{HMB010}
    VIII. Expansion Info			{EXP001}
    	1. Dead Money			{EXP002}
    	2. Honest Hearts		{EXP003}
    	3. Old World Blues		{EXP004}
    	4. Lonesome Road		{EXP005}
    IX. Books				{BOK001}
    	1. Big Book of Science		{BOK002}
    	2. Chinese Army: Spec. Ops.	{BOK003}
    	   Training Manual
    	3. D.C. Journal of Internal	{BOK004}
    	4. Dean's Electronics		{BOK005}
    	5. Duck and Cover!		{BOK006}
    	6. Grognak the Barbarian	{BOK007}
    	7. Guns and Bullets		{BOK008}
    	8. Lying, Congressional Style	{BOK009}
    	9. Nikola Tesla and You		{BOK010}
    	10. Pugilism Illustrated	{BOK011}
    	11. Tales of a Junktown Jerky	{BOK012}
    	12. Tumblers Today		{BOK013}
    	13. Wasteland Survival Guide	{BOK014}
    	14. Workbench Crates		{BOK015}
    	15. Skill Book Recipes		{BOK016}
    X. Updates/Thanks			{UPD001}
    	Special Thanks/Credits		{UPD002}
    |								       |
    |			Introduction {INT001}			       |
    |								       |
    Hello, kiddies! Another Fallout game, another Fallout Character Creation
    FAQ. If you read my previous FAQ for Fallout 3 you'll have a good
    understanding of how this FAQ will be laid out, and what it'll try to
    do. If not, then read on. This FAQ is designed to help you create a
    characters with the best chances of surviving in the Wasteland, or at
    least to give you an idea of how the SPECIAL stats, perks, and skills
    work so you can make an informed decision on how to best build the
    character you want. It's mostly informational, but I do have my own
    opinion on the best way to do things and what works best. Follow it or
    not, but most of all, I hope you come out with a better idea of how you
    want to play the game. If that's the case, Whether you do things my way
    or not is irrelevant. I'm fairly power-gamey, and I focus more on a
    general build, rather than specialization.. or rather, I try to focus
    on making the most powerful character I can. After all, a character who
    is good at talking his way out of a fight is fine, and a gunslinger has
    its uses.. but a character who can do both is obviously better. Right?
    This version of the guide is for the Ultimate Edition of Fallout: New
    Vegas. If you don't have all the DLCs, the full level cap, and all that
    good stuff, this guide probably isn't going to help you all that much.
    I've left my old Character Creation FAQ for the original game intact on
    Gamefaqs.com. Just make sure the title doesn't have 'Ultimate Edition'
    in it, and you'll be fine. Some people who have played the original game
    and read the original FAQ can rightly view this as an unspoken v1.04 of
    my previous Character Creation FAQ-with all the juicy DLC stuff you've
    been waiting for.
    The DLCs							{INT002}
    With the Ultimate Edition you get all the DLCs and all the pre-order
    bonuses.. the pre-order bonuses are mostly nothing special (although
    I love the Vault 13 gear, for nostalgia purposes!), just some junky
    weapons and medicore armor to making the early-going easier. The deck
    of cards I got for buying this on day one is still the best side-bonus
    that came with the game, as far as I'm concerned. Anyways, the real
    deal is that all the major DLCs increase your level cap by five-four
    DLCs, base level 30, the new level cap is 50, with all new perks and
    twenty more levels of skill points to make the old build well and
    truly obsolete. The new gear you'll start out with thanks to the
    'Courier's Stash' DLC is listed below:
    Classic Pack
      Sturdy Caravan Shotgun
      20 Gauge Round x40
      Armored Vault 13 Jumpsuit (I love this!)
      Vault 13 Canteen (again, nostalgia love..)
    Tribal Pack
      Weathered 10mm Pistol
      10mm Round x50
      Stimpak x5
      Tribal Raiding Armor
      Throwing Spear x10
      Broad Machete
      Bleak Venom x5
    Mercenary Pack
      Lightweight Leather Armor
      Lightweight Metal Armor
      Mercenary's Grenade Rifle
      40mm Grenade x24
      Doctor's Bag x3
      Super Stimpak x3
    Of these items, the only real standout is the Vault 13 Canteen. It
    contains an endless supply of water that will mitigate (not eliminate)
    your H20 level in Hardcore Mode. It cannot be activated, it's
    automatically used once every so often, lowering your H20 level a bit.
    It's handy, if not necessary.
    |								       |
    |		S.P.E.C.I.A.L Attributes {SPC001}		       |
    |								       |
    Your seven attributes are cleverly formed into the acronym 'SPECIAL',
    which stands for Strength, Perception, Endurance, Charisma,
    Intelligence, Agility, Luck.
    Attributes do a number of things for you-depending on what the actual
    attribute is, but they all give a 2 point bonus to their related skills
    for each point in that attribute. For example, if your Strength was 5
    your base Melee Weapons skill would get a 10 point bonus. Luck is the
    exception, which gives a 1 point bonus for each two points in Luck to
    all your skills. This also means that when determining your skill
    points, each skill starts out with at least a +2 bonus (for your
    minimum of 1 in each attribute.) But.. more on that later.
    I will give you a brief description of each attribute, as well as list
    what bonuses it gives. Below the chart listing the nuances of the
    effects of that attribute will be my build choice when it comes to that
    attribute, and a rating following it. The grade is somewhat arbitrary,
    as it 'rates' the attribute in measure of importance. You can get a feel
    for the rating an attribute will get just by looking at the number of
    points my build requires.
    Implants							{SPC002}
    Instead of Bobbleheads, in New Vegas you have Implants. Again, anybody
    who played Fallout 1 or 2 shouldn't be surprised by the concept of
    shelling out caps to have your character surgically augmented. You can
    get one Implant per point of Endurance you have (not counting points
    gained from gear worn or from getting an Endurance-boosting Implant).
    Naturally, this means you shouldn't use Endurance as a dump stat, at
    least, and at most, if you're a power gamer, you should strive to have
    a high Endurance to get as many Implants as possible. The Implants are
    listed below, along with the Caps they cost, and the bonuses they give.
    Note that buying an Implant rewards you with a perk corresponding to
    that Implant, which is how I will identify the Implants listed below.
    Also, to my knowledge there is no significant down-time associated with
    these surgeries. You shouldn't starve to death or dehydrate from having
    a surgery, even though it does fast-forward time by three hours.
    	|      Implant       | Cost |       Effect        |
    	|Agility Implant     | 4,000|     +1 Agility      |
    	|Charisma Implant    | 4,000|    +1 Charisma      |
    	|Endurance Implant   | 4,000|    +1 Endurance     |
    	|Intelligence Implant| 4,000|   +1 Intelligence   |
    	|Monocyte Breeder    |12,000|Regenerate Hit Points|
    	|Luck Implant	     | 4,000|      +1 Luck        |
    	|Perception Implant  | 4,000|   +1 Perception     |
    	|Strength Implant    | 4,000|    +1 Strength      |
    	|Sub-Dermal Armor    | 8,000| +4 Damage Threshold |
    Obviously these Implants differ in potency.. the Sub-Dermal Armor
    Implant is better than a Toughness perk, and for Hardcore players, how
    can life get much better than health regeneration? On the other hand,
    for a build like mine that uses Charisma as a dump stat it might seem
    mindless to bother getting enough Endurance in order to boost Charisma.
    You can buy the Implants from Doctor Usanagi at the New Vegas Medical
    Clinic. Check the {MOH002} section to see how to reach this area with a
    new, low-level character.
    Why Get the Monocyte Breeder Implant?				{SPC003}
    The Monocyte Breeder is NOT a combat implant. It heals too slow to make
    any difference in a fight. Why bother with it then? Well, two reasons,
    one good, one bad. First the bad reason-save a few essential
    considerations, such as meeting perk requirements, weapon requirements,
    and having enough Intelligence (and hence skill points) to max out all
    your skills, there are few good reasons to invest more or less into
    many of the attributes. Simply put, the health and extra implant we can
    get with a point of Endurance is worth more than what the other SPECIAL
    attributes offer. Now for the good reason-in Hardcore mode, the Monocyte
    Breeder is not a lackluster implant, as it will allow you to heal by
    resting, waiting, or even fast travelling. Sure as hell beats having to
    snarf food, constantly drink from a water source, or make yourself a
    Stimpak pin-cusion.
    Lonesome Road DLC Bonus Attribute				{SPC004}
    At the end of the 'Lonesome Road' DLC you'll get one of four perks,
    depending upon your actions... the only intersting thing we need to
    focus on here is the fact that all these perks will give you one
    SPECIAL point to allocate-just like picking an Intensive Training perk,
    but for free! It's something to keep in mind, but since it happens so
    late in the game, I wouldn't really consider it a 'build' consideration.
    I'm just as happy putting it in Luck and getting the 1% critical hit
    Strength 							{SPC005}
    Skills: Melee Weapons
    Strength is a measure of your raw physical power. It affects how much
    you can carry, the power of all melee attacks, and your effectiveness
    with many heavy weapons.
    "Strength'll tell you how easily a cowboy totes his saddle, and those
    bigger firearms, or how much help he's gonna be for ya in a saloon
    Strength has a more important role in New Vegas than it previously had.
    If you played Fallout 1 or 2, you'll remember that weapons in those
    games also had a minimum Strength requirement. So too, for New Vegas.
    Strength also increases your melee damage, carrying capacity, and gives
    a bonus to your Melee Weapons skill. In my mind, however, the most
    important thing it does is it effectively limits what weapons you can
    use. If you don't have enough Strength to use a weapon, your aim will
    wobble, and you'll have a laughable to hit rate in VATS. For melee
    weapons, it may slow down your rate of attack. Now, as far as unarmed,
    melee, and explosives are concerned this is only so much of a
    handicap. Most of the time you don't need a great deal of accuracy
    with, say, a Fat Man. The increased spread hurts, but with an
    explosive weapon or a Minigun, some inherent inaccuracy is built into
    the weapon anyways. With a Sniper Rifle, however, accuracy is a much
    greater concern, and considering that higher damage weapons give a much
    better damage return over high Damage Threshold than lower damage
    weapons, you're going to want to use the bigger, badder guns. That said,
    the 'bigger, badder' category really starts at a Strength of six,
    especially if you use ranged weapons. With the Weapon Handling perk you
    can lower this requirement by two points, meaning that most characters
    really only need four Strength.. or three, with the Implant. With the
    DLCs installed, however, the build changes a bit. First, we have twenty
    more levels and many more books to boost our skill points with-meaning
    we need less Intelligence. These SPECIAL points have to go somewhere,
    and Strength isn't a bad place to put them. Also, in the Old World Blues
    DLC you'll get one of two "perks" to choose from (they can be switched
    out at will); 
    |Score|Melee Damage|Carrying Capacity|Skills|       Description	       |
    |  1  |      .5    |       160       |  +2  |Wet Noodle 	       |
    |  2  |     1.0    |       170       |  +4  |Beached Jellyfish         |
    |  3  |     1.5    |       180       |  +6  |Doughy Baby               |
    |  4  |     2.0    |       190       |  +8  |Lightweight               |
    |  5  |     2.5    |       200       | +10  |Average Joe               |
    |  6  |     3.0    |       210       | +12  |Barrel Chested            |
    |  7  |     3.5    |       220       | +14  |Beach Bully               |
    |  8  |     4.0    |       230       | +16  |Circus Strongman          |
    |  9  |     4.5    |       240       | +18  |Doomsday Pecs             |
    | 10  |     5.0    |       250       | +20  |Hercules' Bigger Cousin   |
    You can increase your Strength by one point by getting the Strength
    Implant perk from the New Vegas Medical Clinic.
    You can increase your Strength by one point by getting the Spineless
    perk in the 'Old World Blues' DLC. This perk replaces Reinforce Spine,
    they do not stack.
    You can increase your Strength by two points by getting the Reinforced
    Spine perk in the 'Old World Blues' DLC. This perk replaces the
    Spineless perk, they do not stack.
    My Build: I put *FIVE* points into Strength. The Implant will raise
    my Strength to six-which is all I'll need for most of the game. Once
    I complete the Old World Blues DLC, I'll pick the Reinforced Spine 
    "perk" and raise my Strength up to eight. This is enough to use pretty
    much any weapon in the game, and it allows me to dispense with Weapon
    Handling entirely. If for some reason I need more Strength.. well,
    there's always Power Armor.
    Rating: ***
    Perception							{SPC006}
    Skills: Explosives, Lockpick, and Energy Weapons
    A high Perception grants a bonus to the Explosives, Lockpick and Energy
    Weapons skills, and determines when red compass markings appear (which
    indicate threats).
    "A perceptive cowboy always knows when there's a lit stick of dynamite
    nearby... or when a varmint's sneakin' up on him."
    Perception's big draw is that it increases the distance as which you
    notice threats-red marks on your compass. Granted this is only useful
    for avoiding said threats, or ambushing/sneaking up on them. Still, if
    you are a ranged fighter, this is useful for letting you know where your
    enemies are before you engage. Yep, that's right out of the old FAQ, and
    it holds true in New Vegas. There are, however, a few changes in New
    Vegas that diminishes.. or rather, replaces.. the use of Perception in
    New Vegas. First, you can just toggle VATS to spot enemies far outside
    of your range to locate them, so long as you have a line of sight. With
    one side kick you get a perk that highlights enemies when you aim, and
    with another you get a perk that vastly increases your detection range.
    Both of these perks make having a high personal Perception score rather
    moot. Add into this the fact that with the new iron sights you can
    effectively snipe outside of VATS much easier.. you don't need a high
    Perception to find-and kill-enemies. It still has its tactical uses to
    be sure, and more importantly it is a requirement for some perks, but
    you don't need nearly as much Perception this time around. In fact,
    with the larger range of Perception you'll get from one companion, you
    will see enemies on the compass much earlier than is useful. It doesn't
    really do you much good to know that there are hostiles on the far side
    of a mountain, does it? Especially not until you find a way to reach
    that side of the mountain, in any case. The best thing Perception does
    is it allows you to get the Better Criticals perk. Without this you can
    really use it as a dump stat. That said, I can't see why anybody would
    ignore +50% critical damage. Keep your Perception up at six (or five
    plus the Implant) to have access to this perk.
    		|Score|Skills|    Description     |
    		|  1  |  +2  |Deaf Bat		  |
    		|  2  |  +4  |Senile Mole	  |
    		|  3  |  +6  |Squinting Newt	  |
    		|  4  |  +8  |Unsuspecting Trout  |
    		|  5  | +10  |Wary Trout	  |
    		|  6  | +12  |Alert Coyote	  |
    		|  7  | +14  |Big-eyed Tiger	  |
    		|  8  | +16  |Monocled Falcon	  |
    		|  9  | +18  |Sniper Hawk	  |
    		| 10  | +20  |Eagle with Telescope|
    You can increase your Perception by one point by getting the Perecption
    Implant perk from the New Vegas Medical Clinic.
    My Build: I start out with a base of *FIVE* Perception.
    Rating: **
    Endurance 							{SPC007}
    Skills: Survival and Unarmed
    Endurance is a measure of your overall physical fitness. A high
    Endurance gives bonuses to health, environmental resistances, and the
    Survival and Unarmed skills.
    "You can't keep a good cowboy down, not if he's the endurin' type...
    and not if he's got a six-shooter the size of all tarnation."
    As the description says, Endurance increases your Health and some
    resistances. Presumably your resistance to poison is the same as in
    Fallout 3, as your radiation resistance remains unchanged. Since you
    only receive five Hit Points per level in New Vegas (as opposed to 10
    in Fallout 3) Endurance plays a more crucial role. Most importantly,
    however, in New Vegas your Endurance determines how many stat-boosting
    Implants you can receive. There are a total of nine Implants, and you
    can get one for each point of Endurance you have.. not including an
    extra Endurance you may get from an Implant. If you want as many
    Implants as possible, you're going to want a high starting Endurance.
    Since this attribute also boosts your Survival, it's a good pick for
    people playing in Hardcore mode.
    |Score|Hitpoints|Poison/Rad Resistance|Skills|  Description   |
    |  1  |   120   |        0%/0%        |  +2  |Basically Dead  |
    |  2  |   140   |        5%/2%        |  +4  |Crumbly         |
    |  3  |   160   |       10%/4%        |  +6  |Do Not Bend     |
    |  4  |   180   |       15%/6%        |  +8  |Handle with Care|
    |  5  |   200   |       20%/8%        | +10  |Stain-resistant |
    |  6  |   220   |       25%/10%       | +12  |Hardy           |
    |  7  |   240   |       30%/12%       | +14  |Tough-as-nails  |
    |  8  |   260   |       35%/14%       | +16  |Flame Retardant |
    |  9  |   280   |       40%/16%       | +18  |Bulletproof     |
    | 10  |   300   |       45%/18%       | +20  |Unstoppable     |
    You can increase your Endurance by one point by getting the Endurance
    Implant perk from the New Vegas Medical Clinic.
    My Build: The more the merrier in Endurance, I start out with a whopping
    *EIGHT* Endurance. This allows me to get all the Implants in the game,
    save the Charisma Implant.
    Rating: *****
    Charisma 							{SPC008}
    Skills: Barter and Speech
    Having a high Charisma will improve people's disposition of you, and
    give bonuses to both the Barter and Speech skills.
    "You'll find there are some smooth-talkin' cowboys out there that got
    themselves a voice that sounds like an angel's harmonica."
    Charisma isn't any better in New Vegas than it was in Fallout 3, with
    the exception of the bonuses it gives to your companions' nerve, which
    significantly increases their Damage Threshold and Damage. Still, this
    is a character creation guide aimed at making the strongest character
    for this game as possible.. not for making the strongest companions. At
    the end of the day I'd rather have a strong main character than a strong
    side-kick. Keep the benefits in mind, sure, but realize that a high 
    Charisma is going to cost you in other areas. I use it as a dump stat
    and let Speech and Barter get me through the conversations in the game.
    		|Score|Skills|   Description    |
    		|  1  |  +2  |Misanthrope       |
    		|  2  |  +4  |Old Hermit        |
    		|  3  |  +6  |Creepy Undertaker |
    		|  4  |  +8  |Peevish Librarian |
    		|  5  | +10  |Substitute Teacher|
    		|  6  | +12  |Cheery Salesman   |
    		|  7  | +14  |Diplomat          |
    		|  8  | +16  |Movie Star        |
    		|  9  | +18  |Casanova          |
    		| 10  | +20  |Cult Leader       |
    You can increase your Charisma by one point by getting the Charisma
    Implant perk from the New Vegas Medical Clinic.
    My Build: I start out with *ONE* point in Charisma. There's really no
    great reason to start out with more. If you want to be a silver-tongued
    devil, get a high Intelligence and just use Speech instead.
    Rating: *
    Intelligence 							{SPC009}
    Skills: Science, Repair, and Medicine
    Intelligence affects the Science, Repair and Medicine skills. The
    higher your Intelligence, the more Skill Points you'll be able to
    distribute when you level up.
    "A smart cowboy's good at most anything, from suckin' the poison out of
    your rattler bit to fixin' your broken wagon axle."
    Intelligence is again a solid attribute.. and even though it has been
    reduced in potency, the fact remains that a character with higher
    Intelligence will have higher skills, which does all kinds of good
    things. Not only will you pass more [Intelligence] checks, but more
    skills means you'll pass more skill checks, too, and in New Vegas,
    there are alot of them. Simply put, a more Intelligent character is
    a more versatile, stronger character. And yes, half-points do carry
    over to next level, so with a 9 Intelligence, you'd get 16 skill
    points to distribute on one level, and 17 on the next. With all the
    new DLCs, Intelligence has become somewhat less useful. Sure, with
    more levels you stand to gain more benefit from each point of
    Intelligence.. but there are so many new levels, so many new books,
    that we just don't need as much Intelligence to max out all our
    skills. Having a high Intelligence is still nice for some dialogue
    options.. but it's nothing a well-timed Mentat can't get us.
    On a mindless tangent, does anybody else find it odd that you move from
    'Knucklehead' at four Intelligence, to 'Knowledgable' at five? Isn't
    5.5 the average result of a 1-10 system? So shouldn't five denote a
    (slightly-less-than) average intelligence? And why the huge upgrade?
    Knucklehead is an insult, and Knowledgable is what you call somebody
    when.. well, they display competence in a field.
    	|Score|Skill Point per Level|Skills| Description |
    	|  1  |         10.5        |  +2  |Sub-brick    |
    	|  2  |         11          |  +4  |Vegetable    |
    	|  3  |         11.5        |  +6  |Cretin       |
    	|  4  |         12          |  +8  |Knucklehead  |
    	|  5  |         12.5        | +10  |Knowledgeable|
    	|  6  |         13          | +12  |Gifted       |
    	|  7  |         13.5        | +14  |Smartypants  |
    	|  8  |         14          | +16  |Know-it-all  |
    	|  9  |         14.5        | +18  |Genius       |
    	| 10  |         15          | +20  |Omniscient   |
    You can increase your Intelligenceby one point by getting the
    Intelligence Implant perk from the New Vegas Medical Clinic.
    My Build: I start out with *SIX* Intelligence. My first priority, as
    in Fallout: New Vegas is to get the Intelligence Implant from the
    New Vegas Medical Clinic so as to ensure I'm gaining as many skill
    points per level as possible.. hence the 'Getting Started in the
    Mohave' section. Again, we don't need quite as much Intelligence with
    the expansions installed, so an end total of seven is more than
    Rating: ***
    Agility 							{SPC010}
    Skills: Guns and Sneak
    Agility affects your Small Guns and Sneak skills, and the number of
    Action Points available for V.A.T.S.
    "When a fella's in a gunfight and shoots the other guy six times before
    they can get off a shot, it's cause that fella is agile."
    Agility is more of a mixed bag in New Vegas than it was in Fallout 3.
    Action Points are still good and all, but since VATS doesn't make you
    more-or-less invincible anymore, it can be a liability. It's often
    better to use VATS sparingly, when you have time to pull off some safe
    shots, rather than spam VATS relentlessly. Being able to use VATS more
    often is better than taking more shots in VATS. Also with the new iron
    sights, you can kill enemies more effectively at a distance.. again,
    lessening the need for VATS this time around. Still, you should keep a
    minimum of six points (or five plus the Implant) if you intend to get
    the Silent Running perk.
    	|Score|Action Points|Skills|  Description   |
    	|  1  |      67     |  +2  |Walking Disaster|
    	|  2  |      69     |  +4  |Accident Prone  |
    	|  3  |      71     |  +6  |Oaf             |
    	|  4  |      73     |  +8  |Butterfingers   |
    	|  5  |      75     | +10  |Under Control   |
    	|  6  |      77     | +12  |Catlike         |
    	|  7  |      79     | +14  |Knife Thrower   |
    	|  8  |      81     | +16  |Knife Catcher   |
    	|  9  |      83     | +18  |Acrobatic Marvel|
    	| 10  |      85     | +20  |Walks on Water  |
    You can increase your Agility by one point by getting the Agility
    Implant perk from the New Vegas Medical Clinic.
    You can increase your Agility by one point by selecting the Small Frame
    My Build: I grab *SEVEN* point of Agility to start with, raising it to
    eight with the Small Frame trait. It will eventually reach nine when
    I get the Implant, which is plenty as far as Action Points and reload
    speed is concerned.
    Rating: ***
    Luck								{SPC011}
    Skills: All skills
    "Some folks claim not to believe in luck, but when they lose in a duel
    you'll hear them say, 'That lucky son-of-a-gun!'"
    Doesn't the loser of a duel often die? Anyways.. Luck is a great skill,
    especially with poor Intelligence suffering. From Luck you will get a
    half-point bonus to all your skills (rounded up), which tops out at +5
    once you have nine Luck, making nine really the terminal score for Luck.
    Considering this, Luck can potentially give you the highest skill bonus
    of any attribute, and the fact that each point also translates to your
    critical hit chance makes it a very nice attribute indeed.
    	|Luck|Critical Chance|Skills|    Description     |
    	|  1 |       1%      |  +1  |13 Pitch-black Coats|
    	|  2 |       2%      |  +1  |Broken Gypsy Mirror |
    	|  3 |       3%      |  +2  |Sickly Albatross    |
    	|  4 |       4%      |  +2  |Spilled Salt        |
    	|  5 |       5%      |  +3  |Coin Flip           |
    	|  6 |       6%      |  +3  |Stacked Deck        |
    	|  7 |       7%      |  +4  |Lucky 7             |
    	|  8 |       8%      |  +4  |Leprechaun's Foot   |
    	|  9 |       9%      |  +5  |21-Leaf Clover      |
    	| 10 |	     10%     |  +5  |Two-headed Coin Flip|
    You can increase your Luck by one point by getting the Luck Implant perk
    from the New Vegas Medical Clinic.
    My Build: I start out with *EIGHT* Luck, and with the Implant I bring
    it up to nine, which is as high as it needs to be. Even the critical-
    hit happy builds should be satisfied with this, and I really canít see
    stripping a point from another S.P.E.C.I.A.L. Attribute for one measly
    point of critical hit percentage.
    Rating: *****
    My Personal Build, Attributes					{SPC012}
    The numbers below are the starting attributes I pick, and the numbers in
    parentheses are what they'll be when I get the Implants, complete the
    'Old World Blues' DLC, and select the 'Small Frame' Trait. This does not
    include any boosts I might get from worn items (temporary boosts) or
    the free SPECIAL point you'll get to allocate at the end of the
    'Lonesome Road' DLC.
    Now, for some notes about the build. I've been conflicted about a few
    alternatives, so I feel it's best to mention them than pretend this
    build is absolute. First, Intelligence has been reduced by the DLCs a
    bit-but it could stand to suffer more. This has everything to do with
    perks-so if you're not familiar with the perks.. well, bear with me.
    By my math (which isn't anything I'm proud of, by the way), this build
    will-if you get all the skill books-end up with surplus skill points.
    This doesn't even include the random books you can get in 'Honest
    Hearts' (I try to count randomness out of the build somewhat). You can
    really even ignore all skill books that require explosives, console
    codes, and other tricks and still have enough skill points to max
    everything at 100 (although we'll admitably be cutting it rather close).
    Ultimately, however, I like having an intelligent character (a few
    dialogue options will be unlocked, and having seven allows us to pop
    Mentats and pretty much get them all-but it's really a vanity thing).
    Also.. the benefits of raising the other attributes at the expense of
    Intelligence is rather minute. A few points of Health from Endurance,
    an extra 1% critical hit chance from Luck, a paltry amount of Action
    Points from Agility? These are negligible benefits. At the end of the
    day, I'd rather just be lazy and not have to uncover every book in the
    game, and give myself a large surplus. People who don't play in Hardcore
    mode can safely ignore Survival, however, and save themselves a great
    bit of skill points, which in turn allows you to safely drop
    Intelligence even further.
    Strength	5 (8) +1 Implant, +2 Reinforced Spine
    Perception	5 (6) +1 Implant
    Endurance	8 (9) +1 Implant
    Charisma	1
    Intelligence	6 (7) +1 Implant
    Agility		7 (9) +1 Implant, +1 Small Frame
    Luck		8 (9) +1 Implant
    |								       |
    |			    Skills {SKL001}			       |
    |								       |
    Skills determine how good you are at various activities, anything from
    picking locks, hacking computers, attacking with various weapons,
    sneaking, interacting with NPCs and so forth. Your skills are every bit
    as important as your S.P.E.C.I.A.L. attributes and your perks.
    Base 								{SKL002}
    You start out with two points in each skill, and get an additional two
    points per S.P.E.C.I.A.L. attribute in related skills with the
    exception of Luck, which gives .5 point for each point of Luck
    (rounded up).
    Tag! 								{SKL003}
    You select three skills to tag after being tested early in the game.
    Unlike the first two Fallout games, this doesn't double your rate of
    skill point increase, it merely adds a 15 point bonus to those skills.
    Leveling 							{SKL004}
    You gain 10 skill points per level plus half your Intelligence score.
    The sooner you get to the New Vegas Medical Center and buy yourself a
    shiny new Intelligence Implant, the more skill points you'll have in
    the long run.
    Books								{SKL005}
    In addition to perks, leveling, and intelligence, you can get skill
    bonuses from books throughout the game. Unlike in Fallout 3, you no
    longer gain one point for each book, you now get three (or four, with
    the Comprehension perk). Of course, with bonuses like this you can't
    expect to find quite as many of them.. but even if you find three or
    four, that's a significant number of skill points.
    Magazines							{SKL006}
    Magazines, like books, exist only to boost your skill points, albeit
    temporarily. Magazines normally boost your skill points by +10, but with
    the Comprehension perk this bonus increases to +20. For most skill this
    is not a huge deal, although the benefits of popping a Milsurp Review
    to boost your Guns before a big fight is obvious enough. For some
    'checked' skills, however, a temporary boost can be just as good as a
    permanent one. For example, the Speech skill is really only used in
    conversation. If you reach certain benchmarks you can succeed at Speech
    checks, which greatly helps with questing, improves rewards, etc.
    However, you don't ALWAYS need a 100 Speech. In fact, most of the time
    you're not even using that skill. This is where magazines shine, as with
    Comprehension you can leave Speech at 80 and just read a magazine before
    you need to make a check. The Barter, Lockpick, and Science skills all
    fall into this category as well.
    Breakdown of Skills Points					{SKL007}
    There are 13 skills in the game, each of which can be raised to a score
    of 100, for a grand total of 1300 possible points in the game. With the
    inclusion of a whopping 20 more levels to the game, maxing out all your
    skills at 100 is now pretty easy to do-so much so that the Comprehension
    Perks and the Intelligence Attribute are now less interesting to power-
    gamers like myself. On the other hand, Educated now gives 46 levels
    worth of skill points-or a total of 92 points over the game, and the
    increased number of books means Comprehension will go further, too.
    The breakdown of skill points below shows how my skill points are
    allocated at level one, with their projected totals once I have the
    implants purchased. If your SPECIAL Attributes don't match mine, you'll
    have different numbers. Remember, you start out with a base of two
    points in each skill, plus two for every point in the governing
    SPECIAL Attribute for that skill. Also, Luck adds one point to each
    skill for every odd point of Luck (1 = +1, 3 = +2, etc, up to +5 with a
    Luck score of 9). When we get our Impants, naturally every SPECIAL
    Attribute (save Charisma) will increase by one, making the related
    skills increase by +2.. and since my Luck is raising from 8 to 9, I
    get another bonus to every skill. Hence, all skills will recieve a +3
    bonus save Barter and Speech, which get +1. What follows, then, are my
    base skills after the New Vegas run*. In the 'Perks/Traits' section I
    account for three things-the bonus to Agility from having the 'Small
    Frame' Trait, the whopping +5 bonus to each skill that Skilled gives
    me (it's an absolute must-have Trait) and the bonus Strength I'll
    recieve (much later) from completing the 'Old World Blues' expansion
    and getting the 'Reinforced Spine' perk.
    	|		      Base Skill Points			|
    	|    Skills	| Base	|SPECIAL|Implant|Perks/	| Total	|
    	|		|	| Bonus	|Adjust.|Traits |	|
    	|Barter		|   2	|   6   |   1   |   5   |  14   |
    	|Energy Weapons	|   2   |  14	|   3   |   5   |  24   |
    	|Explosives	|   2   |  14	|   3   |   5   |  24   |
    	|Guns		|   2   |  18	|   3   |   7   |  30   |
    	|Lockpick	|   2   |  14	|   3   |   5   |  24   |
    	|Medicine	|   2   |  16	|   3   |   5   |  26   |
    	|Melee Weapons	|   2   |  14	|   3   |   9   |  28   |
    	|Repair		|   2   |  16	|   3   |   5   |  26   |
    	|Science	|   2   |  16	|   3   |   5   |  26   |
    	|Sneak		|   2   |  18	|   3   |   7   |  30   |
    	|Speech		|   2	|   6   |   1   |   5   |  14   |
    	|Survival	|   2   |  20	|   3   |   5   |  30   |
    	|Unarmed	|   2   |  20	|   3   |   5   |  30   |
    							|  346	|
    *See the 'Getting Started in the Mohave' section of the guide for more
    information on the New Vegas run [MOH001].
    Now that we've got that, lets figure out how many points we can expect
    to get from leveling and Tag! skills, and see where that leaves us.
    		346 Base Skill Points
    	       + 45 Tag!
    	       +661 13.5 Skill Points/49 Levels (w/7 Intelligence)
    	       1052 Skill Points distributed by level 50
    With 1052 skill points we can get an average of 80~ in each skill..
    Which honestly, is pretty damn good already. But why settle for good
    when perfect is within reach? The previously mentioned books weigh in
    at three skill points per copy (or four, with the Comprehension perk).
    There are, on average, between five and six skill books per skill in
    the game that can be found-not including the extra skill book per skill
    that can be made via recipe holotapes found in 'Old World Blues' 
    (see [BOK016]), and not counting the random Workbench Crate books in
    'Honest Hearts' (see [BOK017]). In total, that's at least seven skill
    books per skill that can be found, or 21 bonus skill points per skill
    (28 with Comprehension). Still, I don't tend to work that hard, so my
    simplified maxing tips are as follows:
      -->	Pick Skilled as one of your traits at the beginning of the
    	game. You can survive the experience hit, trust me, and the
    	85 Skill Points you'll get in return are well worth it. If
    	you reset your traits at the Auto-Doc in The Sink (Old World
    	Blues) and pick Skilled again, you can score another 85 points!
      --> 	Get either 'Comprehension' or 'Educated' at level four. This
    	will allow you to be lazier with hunting down skill books.
      --> 	Get all your skills up to a base of 80 (Sneak and Science need
        	fewer points).
      --> 	Find as many skill books as possible-you'll need about seven
    	per skill to raise your scores to 100. Educated will allow you
    	to add more points to skills where you find fewer skill books,
        	Comprehension will allow you to max your skills with only five
        	skill books.
      --> 	In the meantime, use skill magazines to boost your skills to
        	succeed at skill checks, when necessary.
    With this approach you won't need to complete all the expansions and
    find every book. Get your skills to a base score of 80, then just use
    skill books as you find them. If you get all the skill books in the
    Mohave, most of your skills should be doing pretty good. 'Old World
    Blues' is a great expansion to do, as it includes two Sneak skill books
    (Chinese Spec. Ops. Training Manual) , a Science skill book (Big Book
    of Science) and a recipe from which you can make one skill book per
    skill, for a total of 48 skill points (64 with Comprehension). I was
    able to max out all my skills by level 45 with this method, and only
    completed 'Old World Blues' and 'Honest Hearts' (and only bothered to
    get two skill books from the latter expansion).
    Barter (Charisma)						{SKL009}
    The Barter skill affects the prices you get for buying and selling
    items. In general, the higher your Barter skill, the lower your prices
    on purchased items.
    The higher your Barter, the more Caps you'll get when you sell things,
    and the less Caps items will cost when you buy them. In addition to
    this useful bonus, Barter often acts as a Speech substitute.. allowing
    you to haggle for better deals and rewards. However, Barter will not
    cover all your Speech checks (and vise versa), and Repair may actually
    do better at saving you money. In Hardcore mode you typically have to
    find things to sell to make Barter effective.. which means exploring or
    hunting/killing enemies, which takes time, and hence, resources. It's a
    fine skill if you have the points to spend, but it's usually one of my
    later concerns.
    Energy Weapons (Perception)					{SKL010}
    The Energy Weapons skill determines your effectiveness with any weapon
    that uses Small Energy Cells, Micro Fusion Cells, EC Packs, or Flamer
    Fuel as ammunition.
    A bit of a weapon shakeup here, Flamers now belong to Energy Weapons,
    and not to the now-defunct Big Guns category. Still, Energy Weapons are
    in direct competition with Guns as a primary arms. Explosives might
    have their own niche, but if you're using a ranged weapon, it's either
    Guns or Energy Weapons. The most conventional Energy Weapons are either
    Laser Pistols, Laser Rifles, Plasma Pistols, or Plasma Rifles, which
    are by default short to mid-ranged weapons. There are weapons that
    function like shotguns, the Gauss Rifle takes the place of a Sniper
    Rifle, and there's even a cannon-type weapon. There are fewer types of
    ammo.. which is a blessing and a curse. You won't get Armor-Piercing
    ammo, and more powerful weapons tend to burn through their ammo quickly
    (the Gauss Rifle, for example, takes five 'rounds' of ammunition per
    shot.) Overall I prefer to go with Guns, which just seem to have a
    better selection of ammo and higher relative damage. Not to mention
    the fact that they are more readily available. Still, I can't argue with
    the fact that YCS/186 is a superior long-ranged weapon, outperforming
    the Gauss Rifle in both damage, weight, proficiency requirements, and
    ammo consumption, and a Multiplas Rifle kills enemies with satisfying
    speed. Seriously, take a Multiplas Rifle out with Maximum Charge ammo
    and go shoot up some Deathclaws. It's effective, I'll give it that.
    Explosives (Perception)						{SKL009}
    The Explosives skill determines the ease of disarming any hostile mines
    and the effectiveness of any explosive weapon (all mines, all grenades,
    Missile Launcher, Fat Man, etc.)
    You will certainly notice the delay you get when it comes to disarming
    mines, but that's not a reason to raise a skill, right? No, it's the
    fact that Explosives now govern all weapons that.. you know.. cause
    explosions? Now it's a skill worth considering, since Explosives are a
    wide and often powerful variety of weapons, easily able to overcome the
    Damage Thresholds of enemies. Of course, it is still a limited-use and
    often expensive collection of weapons.. and certainly not one for use
    against most enemies. Frankly, I'd rather shoot a Deathclaw with an
    Sniper Rifle, rather than stock up on heavy and expensive Explosives.
    In fact, I'd rather use Guns to do everything Explosives can do, which
    is why I have no inclination to endorse it as an essential skill. In
    fact, it's one of the last skills I tend to raise.
    Guns (Agility)							{SKL010}
    Guns determines your effectiveness with any weapon that uses
    conventional ammunition (.22 LR, .357 Magnum, 5mm, 10mm, 5.56mm, .308,
    .45-70 Gov't etc.).
    The Guns skill consists of a stupidly wide variety of weapons with an
    equally stupidly wide variety of ammunition. Including such mainstays
    as the 9mm Pistol, Hunting Rifle, Assault Carbine, Light Machine Gun,
    Riot Shotgun, Sniper Rifle and.. Anti-Material Rifle?.. It is a truly
    diverse and powerful weapon skill set. It is in direct competition with
    Energy Weapons for your primary ranged arms, and in my mind, Guns win
    out. Guns typically deal more damage (especially with Hand Loader) and
    settle at a comfortable Strength requirement of six.. even for the
    Sniper Rifle. If anything, Guns might suffer from having too many
    options. Do you go with the Brush Gun for its low Action Point costs,
    get the Cowboy perk, and get your Repair skill up to 90 in order to
    make 45-70 Gov't Hand Load ammo, or stick with the Sniper Rifle, Gobi
    Rifle, or The Machine and use .308 Hand Load ammo? Or do you do both?
    Heck, you can even decide to play with revolvers and stick with the
    Ranger Sequoia. No matter what you decide to do, you can expect to deal
    a lot of damage with Guns, at close range, long range or from even
    beyond the Perception range of your enemy. It's a lot of power and
    versatility for one skill, and in my mind everybody who really wants to
    kill things, and kill them well, should get at least 75 points in Guns.
    Lockpick (Perception)						{SKL011}
    The Lockpick skill is used to open locked doors and containers.
    It's a brief description for a rather straight-forward skill. You'll
    find locked boxes, doors, crates, etc. of various degrees of difficulty.
    Obviously you're going to want to get into them, and this requires
    your Lockpick skill to be at different levels. This is a pretty useful,
    if not obligatory skill for everybody to have. Thankfully, however, if
    you get Comprehension you can just get your score up to 80 and just
    use a Locksmith's Reader Magazine for when you encounter a [Very Hard]
    		|Lockpick SKill|Lock Difficulty|
    		|       0      |   Very Easy   |
    		|      25      |      Easy     |
    		|      50      |     Average   |
    		|      75      |      Hard     |
    		|     100      |   Very Hard   |
    Medicine (Intelligence)						{SKL012}
    The Medicine skill determines how many Hit Points you'll replenish upon
    using a Stimpak, and the effectiveness of Rad-X and RadAway.
    This skill, for all its apparent worth, can be ignored. There is always
    another way of handling a situation, from donning an Environmental Suit,
    to visiting a doctor, to just using more Caps. It's more useful in
    Hardcore mode to be able to ignore these inconveniences, but in a normal
    game you don't really need a high Medicine score. That said, there are
    a good number of Medicine challenges in this game, so from a story
    aspect it's not entirely bad to splurge a little extra.
    Melee Weapons (Strength)					{SKL013}
    The Melee Weapons skill determines your effectiveness with any melee
    weapon, from the simple lead pipe all the way up to the high-tech Super
    Melee Weapons is again in competition with Unarmed, and it again loses.
    Paralyzing Palm might not be as awesome in New Vegas as it was in
    Fallout 3, but it does give Unarmed an edge. Also, many of the better
    perks the two share (Piercing Strike, Slayer) require you to have a
    large number of points in Unarmed. To its credit, Melee Weapons does
    control the Ninja, Unstoppable Force, and Super Slam perks, but it does
    seem to be the loser in this competition, nonetheless. It's also hard
    to compare a Super Sledge to a Displacer Glove or Ballistic Fist. Your
    natural inclination is to specialize in one or the other, but
    unfortunately New Vegas requires you to pay attention to both, whereas
    with Guns and Energy Weapons you can get by just fine with one or the
    Repair (Intelligence)						{SKL014}
    The Repair skill allows you to maintain any weapons and apparel. In
    addition, Repair allows you to create items and Guns ammunition at
    reloading benches.
    Repair is still good in New Vegas, for many of the same reasons. There
    has, however, been one significant change to how the skill works. You
    no longer need to get your Repair skill up to 100 to repair an items
    condition to 100.. the higher your skill the more you repair when you
    combine an item, but if you have enough of them you'll be able to fix
    an item to your heart's content. Also, some weapons and armor are
    prohibitively rare, making fixes with Repair difficult (unless you have
    the Jury Rigging perk). You need a whopping 90 Repair Skill score for
    this, but there are other considerations, too. You'll need 50 Repair to
    make Weapon Repair Kits (restores 25% of an equipped weapon's condition,
    which is just great for fixing all that rare expansion gear you bring
    into the Mohave, or vise-versa), and you'll need a 70 Repair score to
    get the Hand Load perk.. which you can use to make .308 JSP ammo, which
    turns the Gobi Campaign Scout Rifle into the Finger of God. I'd suggest
    getting up to 70 once your Survival and questing skills are up to
    snuff (like Speech, Lockpick, Science), but the last points can wait
    a while.
    Science (Intelligence)						{SKL015}
    The Science skill represents your combined scientific knowledge, and is
    primarily used to hack restricted computer terminals. It can also be
    used to recycle Energy Weapons and ammunition at workbenches.
    Again, like Lockpick, you'll encounter terminals with varying
    difficulties which you'll typically want to hack. Also like Lockpick
    you will be able to get your Science skill up to 80 and just fill in
    the last 20 points with a Programmer's Digest for the [Very Hard]
    hacks.. provided you have Comprehension, of course. The crafting is
    somewhat moot, as Stimpaks require a score of 70 and components that are
    more annoying to find than simply paying the Caps for the Stimpak.
    Everything else that's useful, like ammo recycling or Doctor's Bags,
    typically have a much lower requirement.
    		|Science SKill|Hack Difficulty|
    		|       0     |   Very Easy   |
    		|      25     |      Easy     |
    		|      50     |     Average   |
    		|      75     |      Hard     |
    		|     100     |   Very Hard   |
    Sneak (Agility)							{SKL016}
    The higher your Sneak skill, the easier it is to remain undetected,
    steal and item, or pick someone's pocket. Successfully attack while
    undetected grants an automatic critical hit.
    Sneak is a nice skill that allows you to steal loot, score sneak attack
    criticals, and move past enemies when you'd rather avoid (or at least
    delay) a fight. Most items can be stolen by being patient and waiting
    for potential witnesses to leave, and sneak attack criticals are more
    easy to score than ever, now that you have iron sights and don't need
    to approach as close. Both of these factors mean you really don't need
    a Sneak score that's terribly high, although if you want to sneak
    anywhere near an enemy, much less past one, you're going to want the
    Silent Running perk.. which requires an obligatory minimum investment of
    50 Sneak. I tend to wait a bit to invest in Sneak, since I don't bother
    sneaking much (in combat at least, where a high skill matters) until
    I have the Gobi Campaign Scout Rifle, which requires at least an 80
    Lockpick score (plus a magazine with Comprehension) to get, and a 75
    Guns skill to use, and a 70 Repair score to make good ammo for. You can
    see, then, why I wait to invest into Sneak.
    Speech (Charisma)						{SKL017}
    The Speech skill governs how much you can influence someone through
    dialogue, and gain access to information they might otherwise not want
    to share.
    There are many quests that can only be solved-or that can be more easily
    solved-through Speech. This skill largely eliminates the need for
    Charisma, so long as you're willing to invest points into it. Your
    ability to get alternative solutions to quests is priceless and
    frequent, and a character build that doesn't include at least 80 points
    of Speech is really missing the point of a Fallout game, in my opinion.
    It's not really a priority, however, if you're fine with exploring
    and grinding for a few levels. If you want to get right into questing,
    however, you might want to fast-track this skill.
    Survival (Endurance)						{SKL018}
    The Survival skill increases the Hit Points you receive from food and
    drink. It also helps you created consumable items at campfires.
    The usefulness of this skill depends wholly on one thing; are you
    playing in Hardcore mode? If so, you might want this skill, as it will
    increase the usefulness of consumables and allow you to create better,
    more wholesome consumables at campfires. If you don't play on Hardcore
    mode, you don't need to eat or drink anyhow and might as well just use a
    Stimpak to heal. Seriously, 15 points of Survival makes Purified Water
    restore 15 more H20, so 100 points of Survival.. well, it makes you need
    half as much food and water, which is a good thing indeed. As far as I
    am concerned, if you're playing in Hardcore you absolutely must get this
    skill up to 50 as soon as possible so that you can prepare Bighorner
    Steaks, which should take care of all your food.. I mean, FOD needs.
    Unarmed (Endurance)						{SKL019}
    The Unarmed skill is used for fighting without a weapon, or with weapons
    designed for hand-to-hand combat, like Brass Knuckles, Power Fists, and
    Displacer Gloves.
    The other melee skill, Unarmed has a bit more going for it than Melee
    Weapons. For one, a high Unarmed skill is required for both the Slayer
    and Piercing Strike perks, both of which are obligatory for melee-type
    characters. Power Fists can be found pretty readily at Camp Golf, and
    even Spiked Knuckles tend to out-perform low-end Melee Weapons. Also,
    the fact that most builds call for high Endurance plays into the
    Unarmed skill right from the start. On the other hand, this skill will
    start pretty high for my build, and since I choose to grind Bighorners
    early, I don't see a real need to raise it until after I've boosted
    Survival, my questing skills, and the myriad of skills it takes to make
    Gobi the Finger of God. I pay more attention to Melee Weapons and
    Unarmed when I start (or am about to start) 'Old World Blues'.
    Skills I Tag! (and why)						{SKL020}
    Now that Repair isn't as vital, I generally decide to Tag! Science,
    Lockpick, and Speech to start out, which allows me to complete quests
    and explore places right from the get-go. If I'm playing in Hardcore
    Mode, I substitute Speech for Survival, which has the added bonus of
    allowing me to pick the 'Light Touch' perk at level two if I wanted to
    dispense with 'Black Widow'.. which I have considered doing.
    Skill Point Allocation						{SKL021}
    First things first, if you're playing in Hardcore Mode, get Survival up
    to 50 ASAP. If you're playing in normal mode, don't touch Survival until
    you've got everything else up to 80 (sans books). Otherwise, I prefer to
    start out with Lockpick and Science in the early levels, just so I have
    access to more areas and have to do as little back-tracking as possible.
    Companions can, for the meantime, pick up the combat slack (Veronica
    at the 188 Trading Post can smash Bighorners admirably. I typically
    get Lockpick and Science up to 75 before switching off to Speech,
    Repair, and Guns. My goal here is to get Speech up to 80 (for questing),
    Repair high enough for Hand Loader (70), and Guns high enough for the
    Gobi Scout Campaign Rifle (75). Make it a priority to find some Tumblers
    Today books to raise Lockpick, and use some skill points to cover what
    books can't. Your goal is to get a Lockpick score of 90, use a skill
    magazine, and finally get our hands on Gobi (80 will suffice, if you
    have Comprehension). Now I bring Sneak up to 50 to get Silent Running.
    Once this is done, you can start raising your other skills-Melee Weapons
    and Unarmed are great for the 'Old World Blues' expansion. Start with
    Melee weapons and get it up to 45 for 'Super Slam', then switch to
    Unarmed. With the aid of skill books, get it up to 90 for Slayer (and
    get Piercing Strike along the way). Now that you're a melee and ranged
    phenom, you can start getting all the previously mentioned skills up to
    at least 80 (sans books), then start working on the less interesting
    skills. Medicine starts having more significant dialogue checks, and
    Barter will also show up fairly often. Explosives and Energy Weapons
    are the last two skills I raise.
    |								       |
    |			    Traits {TRT001}			       |
    |								       |
    Traits are back in Fallout: New Vegas after a brief absence in the last
    Fallout title. They are essentially bonus perks that have both
    positive and negative effects on your character. You may choose up to
    two when you create your character, but you can choose to pick less if
    you prefer. Of course.. the expansions have added a few new traits, some
    of which are really, really great.. This makes all the perks that were
    formerly mediocore seem downright detrimental-ratings have been
    adjusted, harshly.
    The Sink Psychiatric Evaluation					{TRT002}
    During the expansion 'Old World Blues', you'll be able to consult the
    Auto-Doc in The Sink... once its personality matrix is back online,
    anyways. One of the many tasks it can perform is to give you a
    'psychiatric evalution'. While this is synonymous with bullshit in
    reality, in New Vegas, it allows you to repick your Traits. So.. if you
    were starting to regret picking/not picking something earlier, you get
    a second chance at it! And in case you're wondering, no, you cannot
    level up past level 30 and pick the trait-that-shall-not-be-named, nor
    can you pick 'Wild Wasteland' and score both the YCS and the Alien
    Blaster. You can, however, drop skilled and pick up another trait
    without dropping your Skill Points. Score! Built to Destroy seems like
    a good replacement.. I love me some critical hits.. Or, if your Skill
    Points are somewhat lacking you can pick SKilled again and get ANOTHER
    five points to each skill! Seriously.
    Built to Destroy						{TRT003}
    Req: --
    Ranks: 1
    The Flamer that burns twice as bright burns half as long. All weapons
    have +3% chance to Critically Hit, but equipment condition decays 15%
    Three percent critical rate doesn't sound that great at first, but it
    is equal to three points of Luck, and over the course of the game you
    will be scoring lots of hits.. On the other hand, 15% weapon
    degradation kind of sucks. Here's the rub, however. Early weapons will
    be relatively plentiful, allowing you to just recombine them and fix
    them at will. More expensive weapons, like the Riot Shotgun, Brush Gun,
    Sniper Rifle, etc., could end up costing several thousand Caps to fix..
    which is not a good thing. You can, however, create Weapon Repair Kits
    at a Workbench, allowing you to repair weapons for a handful of Caps
    using a variety of items that can be purchased from most any merchant.
    This will save you thousands of Caps, and makes the downside of this
    trait negligible. Still, it's a mediocore trait, you can pick better.
    Rating: ***
    Claustrophobia							{TRT004}
    Req: --
    Ranks: 1
    You have a fear of enclosed spaces (probably because of the mutants that
    live there). You have +1 to S.P.E.C.I.A.L. attributes when outside, but
    suffer -1 when indoors.
    The first of a trend of give/take traits, which give you bonuses half
    the time, and penalties the other half of the time (or give you a 
    bonus all the time to one statistic, but a penality to another).
    Normally I'd make a snarky comment about them sucking and you being
    able to pick better.. and since I'd normally do that, I'll do it here,
    too. Why suffer during half the game for a benefit that's not really
    going to give you most of what you'll want from S.P.E.C.I.A.L.
    attributes, like perk selections? Also, once you max all your skills at
    100, the skill point bonuses from your boosted attributes won't count,
    so in the long-run, this trait is more detrimental than useful.
    Rating: *
    Early Bird							{TRT005}
    Req: --
    Ranks: 1
    Hey early risers! Enjoy a +2 to each of your S.P.E.C.I.A.L. attributes
    from 6 am to 12 pm, but suffer a -1 from 6 pm to 6 am when you're not
    at your best.
    Seriously? Didn't I just.. okay, so it's Claustrophobia, with a time
    factor. I suppose if you weren't playing on Hardcore morde you could
    manipulate the time so you're almost always playing at your best.. but
    come on, this is lousy.
    Rating: *
    Fast Shot							{TRT006}
    Req: --
    Ranks: 1
    While using Guns and Energy Weapons, you fire 20% more quickly but your
    shots are 20% less accurate.
    Accuracy and shooting speed are both important factors, and I canít see
    myself happily sacrificing either. There are better traits out there.
    Rating: *
    Four Eyes							{TRT007}
    Req: PER < 10
    Ranks: 1
    While wearing any type of glasses, you have +1 PER. Without glasses you
    have -1 PER.
    Glasses are plentiful and cheap.. but the fact that you can also just
    wear a hat for the same bonus makes this trait less useful. Oh, and the
    fact that Perception isn't terribly useful in this game. Also note that
    this is an equipment bonus to your Perception-not a permanent one. In
    fact, picking Four Eyes permanently lowers your base Perception-which
    is then supposedly made up by recieving an extra point to Perception
    from glasses. There are lots of stupid traits out there, but this is
    the only one that makes your character weaker just so you can break
    even by wearing some clothes.
    Rating: *
    Good Natured							{TRT008}
    Req: --
    Ranks: 1
    You're Good Natured at heart, more prone to solving problems with your
    mind than violence. You gain +5 to Barter, Medicine, Repair, Science,
    and Speech, but have -5 to Energy Weapons, Explosives, Guns, Melee
    Weapons, and Unarmed.
    It's not worth considering anymore. You'll get all your skill up to
    100 with any smart build, so any skill point traits are useless.
    Rating: *
    Heavy Handed							{TRT009}
    Req: --
    Ranks: 1
    Your melee and unarmed attacks do more damage, but less critical hit
    If you want to use this trait.. well, you have to get Unarmed and
    Melee Weapons, which seems bad enough to me. You also have to choose
    between damage per hit, and critical hit damage. It seems pretty simple
    to me that you're going to score more normal hits than critical hits,
    so that's probably not a bad option. However, if you then go ahead and
    get Finesse, Better Criticals, and Ninja, you're just gimping yourself.
    Rating: **
    Hoarder								{TRT010}
    Req: --
    Ranks: 1
    You gain +25 lbs. to your carrying capacity, but suffer a -1 to all
    attributes any time the weight you're carrying drops below 160 lbs.
    Seriously, this games are going to kill me. Who thought of this? The
    extra carry weight you'll get will be offset by the fact that you can
    take advantage of the ability to travel light without gimping your
    character. Die please.
    Rating: *
    Hot Blooded							{TRT011}
    Req: --
    Ranks: 1
    When your health drops below 50% you gain +10% more damage, but you also
    suffer -2 to your Agility and Perception attributes.
    Finally, a new trait that I won't give a one-star rating to. The health
    requirement isn't so low that you're unlikely to ever reach it, and +10%
    damage is.. okay. In the midst of combat, a few Action Points and
    Perception aren't going to hurt you, so I'd at least say this trait is
    potentially more beneficial than harmful.
    Rating: **
    Kamikaze							{TRT012}
    Req: --
    Ranks: 1
    You have +10 Action Points but your reckless nature causes you to have
    -2 Damage Threshold.
    In the grand scheme of things, two points of Damage Threshold isn't a
    huge deal. With Power Armor and Toughness you'll easily gloss over this
    deficiency. On the surface it might seem like it's saying you're taking
    two more points of damage per hit.. but if your Damage Threshold is
    still higher than the enemies' damage with Kamikaze slowing you down,
    you're really not suffering at all. That said, many enemies like
    Cazadors and Deathclaws will easily surpass your Damage Threshold. At
    the end of the day the two-point penalty is fairly unnoticeable later on
    in the game, but the ten point bonus to your Action Points boosts a
    VATS system that is nowhere near as strong as it was in Fallout 3.
    Rating: ***
    Logan's Loophole						{TRT013}
    Req: --
    Ranks: 1
    No one's going to put you out to pasture 'cause you're going to stay
    young (and level 30) forever! You'll never again become addicted to
    chems, and they'll last twice as long... but after level 30 you can kiss
    experience, perks, and skill points goodbye!
    Rating: ...
    Loose Cannon							{TRT014}
    Req: --
    Ranks: 1
    From Frag Grenades to Throwing Spears, you can throw weapons 30% faster
    at the cost of 25% less range.
    What do Frag Grenades and Throwing Spears have in common? They're not
    decisively powerful. This trait allows you to waste more of them, while
    sacrificing range. Granted, you'll still lob thrown weapons pretty far,
    but this whole trait just stinks of who-gives-a-crap.
    Rating: *
    Skilled								{TRT015}
    Req: --
    Ranks: 1
    You're skilled, but not experienced. You gain +5 points to every skill,
    but you suffer -10% from experience gained from now on.
    Now that I've recovered from my stroke after dealing with the trait-
    that-shall-not-be-named, let's get back into the swing of things with
    what is-hands down-the best trait in the game. Five skill points per
    skill? That's 85 skill points! Almost as good as the Educated Perk-one
    of the best skill point boosting perks in the game. And you get to pick
    it-for free! The downside is a -10% experience penalty.. which if
    anything just extends the game. Experience is everywhere, you can glitch
    it, you can kill another Deathclaw, whatever, but 85 skill points is a
    HUGE bonus. Pick this trait. Don't argue. Just.. pick it..
    Rating: *****
    Small Frame							{TRT016}
    Req: AGL < 10
    Ranks: 1
    Due to your small size, you have +1 AGL but your limbs are more easily
    First letís look at the bonus. Agility is a fairly useful attribute,
    governing two skills and influencing your Action Points, draw speed,
    and reload speed. And what is the downside? More frequently crippled
    limbs? If you're not playing in Hardcore mode, this is a no-brainer.
    Who cares about crippled limbs? Beds and Stimpaks are plentiful. If
    you're playing in Hardcore mode.. who cares about crippled limbs? You
    can buy Doctor's Bags at every doctor in the game. It seems like a
    small price to pay for a better SPECIAL stat. Still.. it's not as good
    as Skilled, so out of respect for the heirarchy, I've taken it down a
    notch. (You should still pick it, though.)
    Rating: ****
    Trigger Discipline						{TRT017}
    Req: --
    Ranks: 1
    While using Guns and Energy Weapons, you fire 20% more slowly but are
    20% more accurate.
    Accuracy and shooting speed are both important factors, and I canít see
    myself happily sacrificing either. There are better traits out there.
    Rating: *
    Wild Wasteland							{TRT018}
    Req: --
    Ranks: 1
    Wild Wasteland unleashes the most bizarre and silly elements of post-
    apocalyptic America. Not for the faint of heart or the serious of
    Seriously. What good fallout game doesn't have abundant references to
    Monty Python and alien encounters? This perk might not do anything for
    your build, but it should read "Remember the old Fallout games? Pick
    this trait to make New Vegas more like them." Nostalgia makes this an
    interesting choice, indeed.
    Rating: ***
    My Personal Build, Traits					{TRT019}
    Okay, be prepared to be surprised.. I pick Skilled and Small Frame as
    my traits. See? You're surprised now because I said there would be a
    surprise.. and there wasn't! They're the best traits, period. I happily
    take the 85 Skill Points and +1 Agility boost, and laugh away the limb
    crippling and experience penalty. Laugh! Oh, Built to Destroy is pretty
    nifty, too. It can easily substitute for Small Frame.
    Once you get to 'Old World Blues' and get the Auto-Doc back online, you
    can have it perform a psychiatric evaluation on you, like I mentioned
    earler. This allows you to reset your Traits. The best exploit to take
    advantage of here is with the Skilled Trait. Since it gives us a one-
    time permanent boost to our skills when we pick it, we won't lose it's
    bonses if we drop it now. My ideal options? At this point switch to
    Built to Destroy and Small Frame, or pick Skilled again and get another
    +5 bonus to all your skills. Awesome.
    |								       |
    |				Perks {PRK001}			       |
    |								       |
    In Fallout: New Vegas you gain a perk every even level (starting at
    level 2). Perks are separated by their level prerequisite, with every
    even level opening up more perks. Prerequisites for perks may also
    include S.P.E.C.I.A.L attributes or skill points. (For example, the
    Entomologist perk requires that you be level 4, have Intelligence 4, and
    Survival 45.) Since there are fewer perks you can pick in New Vegas,
    you should probably be more conscious of what Perks you pick. I have
    retained my rating system from the old FAQ for this one, although there
    are less useless perks in New Vegas (getting rid of all the skill
    perks will do that). Your perk choices should follow your build, and
    should help you specialize in certain areas depending on your skills.
    I will note where the grade of a perk varies from normal mode to
    Hardcore mode.
    Note that some perks are also rated by availability.. for example,
    Lady Killer isn't a very good perk. But the fact that it's one of the
    very few perks that actually do anything worth mentioning at level 2,
    it is rated a bit higher than it otherwise would be. And yes, if the
    same values applied to perks in Fallout 3 that apply to them in New
    Vegas, I copied the description right from my old FAQ. Some perks,
    like Night Person, are just as horrible and for the same reasons,
    there's really no need for me to restate the information arbitrarily.
    Overall, with the expansions installed and the level cap raised, we can
    gain ten extra perks for a grand total of 25. This.. actually eases the
    selection pressure a good deal, and thus, some perks have been given an
    increase in rank. New perks were added, but save a few standouts, most
    are garbage. This means that some of the previous perks that were
    decent, but not great, now become viable options. Also, since we can
    max out all our skills, we no longer have to worry about picking one
    weapon type and 'build' our character around it.. now we can afford to
    invest perks into melee AND ranged options, and still end up with
    plenty of perks left over. Also note that some new perks have no level
    requirement. These are listed under the 'Level 2 Perks' heading, since
    you can't get any perks until level two anyways.
    *	Horrible	Nobody should pick this perk.
    **	Bad		Generally this is a low-end perk. Sometimes
    			they provide just enough of a benefit specific
    			to a character to be worth it, but most
    			characters will not find this perk useful.
    ***	Average		This perk is good simply because of the
    			lack of competition, or there is a good, but
    			not overwhelmingly good reason to pick it. It
    			might look good on its own merit, but compared
    			to truly great perks, it doesn't measure up.
    ****	Good		A good perk for anybody to pick, or a perk
    			that is absolutely essential to a specific
    *****	Great		A perk everybody should get. Period.
    Level 2 Perks 							{PRK002}
    Black Widow/Cherchez La Femme/Lady Killer
    Req: Level 2
    Ranks: 1
    In combat you do +10% damage against male/female opponents. Outside of
    combat, you'll sometimes have access to unique dialogue options when
    dealing with the opposite sex.
    You wonít use this perk much in dialogue.. it just doesn't have all that
    many uses. And what few it has, you can get the same results from other
    methods. Still, the +10% damage to the opposite gender is.. well,
    something, which is more than can be said for the other level 2 perks.
    Note that only 'human' enemies have a gender. This does not include
    Feral Ghouls, Animals, Insects, Robots, or Abominations. Since most of
    the affected enemies are either NCR Troopers, Caesar's Legion Soldiers,
    Raiders, or Gang Members, it should be noted that there is a clear
    plurality of male-gender enemies that will be affected by this.
    Rating: ** (vs. females)
    Rating: *** (vs. males)
    Friend of the Night
    Req: Level 2, Perception 6, Sneak 30
    Ranks: 1
    You are a true friend of the night. Your eyes adapt quickly to low-
    light conditions indoors and when darkness falls across the wasteland.
    First, you can use Cateye to duplicate this effect. Second, you have a
    Pip-Boy light. Third, it never gets too dark to really need night
    vision, three, you have allies that can illuminate enemies for you.
    Useless perk.
    Rating: *
    Heave, Ho!
    Req: Level 2, Explosives 30, Strength 5
    Ranks: 1
    Quite an arm you've got there. All thrown weapons fly farther and
    faster for you.
    Or you could just use a Grenade Gun or Missile Launcher. Seriously.
    Rating: *
    Req: Level 2, Survival 30
    Ranks: 1
    In combat, you do +75% Critical Damage against animals and mutated
    Note that this category doesn't include Ghouls, Insects, or
    Abominations. But if Big Hornerís and Geckos are kicking your ass..
    well, quit playing. Once you get decent guns you'll pop off Golden
    Geckos before they get anywhere near you, +75% critical damage or not.
    Rating: *
    In Shining Armor
    Req: Repair 20, Science 70
    Ranks: 1
    Beams reflect off the mirror-like finish of your gleaming armor! You
    gain an additional +5 Damage Threshold against energy weapons while
    wearing any metal armor, +2 while wearing reflective eyewear.
    The concession perk for heavy armor characters, this perk is pretty
    good too-although about half of all attacks in the game are melee
    attacks, and of ranged attacks, half of those (generously) are from
    Energy Weapons. Also, the +5 Damage Threshold just isn't as good as the
    5% Critical Hit Chance from Light Touch. Still, if you're married to
    heavy armor.. well.. eh..
    Rating: **
    Intense Training
    Req: Level 2
    Ranks: 10
    With the Intense Training perk, you can put a single point into any of
    your S.P.E.C.I.A.L attributes.
    Beyond equipment and Implants, this is the only way to raise an
    attribute, and it is arguably a worthy choice for a level 2 perk. If
    you don't care for a gender-perk, get this instead.
    Rating: ***
    Junk Rounds
    Req: Repair 45, Luck 6
    Ranks: 1
    Survival is the mother of invention! Craft ammo at the Reloading Bench
    using alternate materials (Scrap Metal and Tin Cans).
    This perk allows you to replace the components of ammo you're trying to
    create (save the ammo casings) with Scrap Metal and Tin Cans. So, say
    you take .308 ammo, which normally requires .308 cases, lead, rifle
    powder, and large rifle primer, with this perk you'd instead need .308
    cases, scrap metal, and tin cans. There are a few problems, however.
    First, you can just buy or find ammo. No need to create any. Second,
    it takes five Tin Cans perk round you want to make.. are you going to
    bother harvesting that many Tin Cans, and lugging them around to a
    Reloading Bench? And if so.. why? I wipe my ass with this perk. Next.
    Rating: *
    Light Touch
    Req: Repair 45, Agility 6
    Ranks: 1
    Heavy armor just isn't your thing, so you've learned to customize light
    armor for maximum benefit. While wearing light armor you gain a +5
    Critical Hit Chance and your enemies suffer a -25% Critical Hit Chance.
    This perk gives you a +5% Critical Hit Chance and imposes a -25%
    Critical Hit Chance on your foes while wearing Light Armor. Sure, when
    we hit level 50 the reduction of critical hits will be eclipsed by
    whatever level 50 perk we pick.. but the +5% Critical Hit Chance is
    still as good as Finesse. Of course, the issue here isn't whether a +5%
    Critical Hit Chance is a good thing-I think most of us can agree that it
    is, and we can also agree that those who didn't agree with us are
    morons, and we shouldn't care too much about their opinion. The real 
    issue is whether Light Armor-with the aid of this perk-is worth
    anything. An easy candidate for best armor in the game is Medium Armor-
    Elite Riot Gear, which has a max Damage Threshold of 22 and +5% Critical
    Hit Chance (among other bonuses which aren't interesting). The best
    Light Armor challenge to this is-in my mind-Joshua Graham's Armor, which
    has a max Damage Threshold of 15, and a +3% Critical Hit Chance. So the
    trade-off with this perk is +3% Critical Hit Chance, faster movement,
    cheaper repairs (especially with Jury Rigging, almost everything can be
    used to Repair Joshua Graham's Armor) and this armor weighs 1/4th as
    much as Elite Riot Gear. Elite Riot Gear, on the other hand, has 7
    points of Damage Threshold over Joshua Graham's Armor. It's pretty
    close-you'll never have enough Damage Threshold to block everything, and
    as long as you get up near 30, you can ensure that weaker foes and high
    DPS weapons won't affect you too much.. but it's really hard to argue
    with the look of Elite Riot Armor.
    Rating: ***
    Old World Gourmet
    Req: Survival 45, Endurance 6
    Ranks: 1
    Thanks to unclean living you've learned the secrets of the lounge
    lizards! +25% Addiction Resistance. +50% Health bonus from Snack Foods.
    Scotch, Vodka, and Wine now give you Health in addition to their normal
    Save/load and you won't get addicted, and there are better ways to
    restore health than by resorting to snack food. This perk sucks.
    Rating: *
    Rapid Reload
    Req: Level 2, Guns 30, Agility 5
    Ranks: 1
    Rapid Reload makes all of your weapon reloads 25% faster than normal.
    This.. well, it's mostly junk, but weapon reloads can be a problem.
    The faster you reload, the faster you're firing, and it might be a
    consideration if your Agility is a flat 5. If you have a higher Agility,
    like, say you were actually following my build advice, you'll reload
    fast enough.
    Rating: **
    Req: Level 2, Intelligence 5
    Ranks: 1
    With the Retention perk, the bonuses granted by skill magazines last
    three times as long.
    As far as I'm concerned, skill magazines are meant to be used in order
    to pick a lock, hack a computer, or succeed at a skill check. This can
    typically be done just before interacting with the object or character
    that requires the check. There is absolutely no reason to require your
    skill magazines to last three times longer. They weigh nothing, and they
    are pretty cheap to buy, too.. and, with the expansions installed,
    you'll get a score of 100 in every skill, making magazines obsolete. You
    don't need this perk.
    Rating: *
    Swift Learner
    Req: Level 2, Intelligence 4
    Ranks: 3
    With each rank in the Swift Learner perk, you gain an additional 10% to
    total Experience Points whenever Experience Points are earned.
    In New Vegas there are tons of quests, and many enemies give 50 XP,
    which was reasonably rare in Fallout 3. Add in the challenges, which
    give you bundles of experience, and you'll find that you're leveling up
    even faster in New Vegas than you were in Fallout 3! You don't need to
    speed up the process and in so doing waste one of your precious perks.
    Rating: *
    Level 4 Perks 							{PRK003}
    Req: Level 4
    Ranks: 1
    With the Cannibal perk, when you're in Sneak mode, you gain the option
    to eat a corpse to regain Health. But every time you feed, you lose
    Karma, and if the act is witnessed, it is considered a crime against
    If you want to be truly despicable, you can go ahead and get this
    perk. I would deride this perk more.. but in Hardcore mode it just
    might come in handy. You'll apparently heal points of [FOD] for every
    corpse you eat.. which isn't much, but if you kill a batch of Viper
    Gang Members, you can get a good bit of.. you know what, this perk
    sucks, food is plentiful and cheap, you'll never need to eat corpses.
    Rating: *
    Req: Level 4, Intelligence 4
    Ranks: 1
    With the Comprehension perk, you gain double the bonus from reading
    magazines and one additional skill point whenever a skill book is read.
    Few perks have been hit by the expansions as hard as Comprehension, and
    for an obvious reason. If you can get all your skills up to 100, you
    don't need magazines, and with twenty extra levels, its very easy to
    get your skills up high enough without needing the extra point from each
    skill book. Still, there are even more skill books in the game now, and
    if you find them all (or most of them) you'll end up getting more
    skill points than Educated gives.. and the magazines help in the
    early-to-mid phases of the build. I typically get all my skills up to
    80~, and use skill books to max them out-using magazines in the interim
    until I find enough skill books. Honestly, if you're absolutely
    commited to getting all the skill books in the game, you don't need
    this perk.. but level four perks aren't great, and I prefer the
    convenience. Get Educated or Comprehension, but not both.
    Rating: ***
    Req: Level 4, Intelligence 4
    Ranks: 1
    With the Educated perk, you gain two more skill points every time you
    advance in level. This perk is best taken early on, to maximize its
    This was already a great perk before the DLCs-it's just that much more
    useful now that it gives us an extra 40 skill points over the extra
    twenty levels.. but with all the new skill books and levels, it's just
    not necessary to max out all skills. It's more convenient than
    Comprehension-you don't need to hunt down books, you just need to
    level up-but Comprehension can end up giving more skill points if you're
    vigilant about hunting down skill books. Also, Comprehension allows
    you to get scores to 80, then use magazines every time a [Very Hard]
    lock or computer rears its ugly head. With Educated you'd have to boost
    such skills to 90.. which really isn't that much more work. Honestly, if
    you're absolutely commited to getting all the skill books in the game,
    you don't need this perk.. but level four perks aren't great, and I
    prefer the convenience. Get Educated or Comprehension, but not both.
    Rating: ***
    Req: Level 4, Survival 45, Intelligence 4
    Ranks: 1
    With the Entomologist perk, you do an extra 50% damage every time you
    attack a mutated insect, like the Radroach, Giant Mantis, or
    Giant Radscorpians suck in this game, but not enough that I can really
    suggest picking this perk. Later on you'll have weapons that can handle
    their Damage Threshold, and they're just never become the same level of
    threat that Deathclaws become, although the extra damage against
    Cazadors is somewhat welcome. It doesn't come high on my list of
    potential perks, but if you're just getting wasted by bugs later in the
    game.. and you have good weapons and armor, maybe it's worth a look.
    Rating: **
    Rad Child
    Req: Level 4, Survival 70
    Ranks: 1
    You truly are a rad child. As you go through the increasingly
    devastating stages of radiation sickness, you will regenerate more and
    more health.
    Yeah, there's an Implant for that now, and frankly, it's better to
    avoid becoming heavily irradiated.
    Rating: *
    Run 'n Gun
    Req: Level 4, Guns 45 OR Energy Weapons 45
    Ranks: 1
    The Run 'n Gun perk reduces accuracy penalties with one-handed Guns and
    Energy Weapons while walking or running.
    Letís think about this critically, shall we? Most one-handed guns aren't
    very strong, at least not against armor, and certainly not compared to
    rifle-grip guns. And there's another way we can negate this penalty..
    by stopping and aiming. Yeah, that defeats the purpose of the whole
    thing, but if you are running around shooting wildly at an enemy with a
    one-handed gun, then there's something you did wrong at some point in
    the encounter.
    Rating: *
    Travel Light
    Req: Level 4, Survival 45
    Ranks: 1
    While wearing light armor or no armor, you run 10% faster.
    10% isn't a huge speed boost. I gotta say, even for Hardcore mode
    folks, I wouldn't pick this perk.
    Rating: *
    Level 6 Perks 							{PRK004}
    Bloody Mess
    Req: Level 6
    Ranks: 1
    With the Bloody Mess perk, characters and creatures you kill will often
    explode into a red, gut-ridden, eyeball-strewn paste. Fun! Oh, and
    you'll do 5% extra damage with all weapons.
    Okay, the aesthetics are cool, but that's no reason to get a perk. 5%
    damage against everything is nice, though. Considering the fact that
    other damage increasing perks only affect certain weapon types, or
    certain enemies, a pure, honest, damage boost is special. There's also
    the nostalgia factor, for us old school Fallout players.
    Rating: **
    Demolition Expert
    Req: Level 6, Explosives 50
    Ranks: 3
    With each rank of this perk, all of your explosive weapons do an
    additional 20% damage.
    Guess what? This perk isn't so useless anymore. Explosives now
    encompasses all the weapon types it originally should have, and 20% is a
    huge damage bonus, that goes a long way. Make your Explosives even more
    spectacular or.. if I may.. get more bang for your buck with the
    Demolition Expert perk. That said, if you don't consider Explosives a
    big part of your build, you shouldn't consider this perk a priority.
    Rating: ***
    Ferocious Loyalty
    Req: Level 6, Charisma 6
    Ranks: 1
    The power of your personality inspires die-hard loyalty from your
    followers. When you drop below 50% Health, your companions temporarily
    gain much greater resistance to damage.
    Three problems with this, well, four, really. First, you have to rely
    on your companions to make the most of this perk. Second, if you drop
    below 50% of your health, the enemies are clearly attacking you, and
    not your companions. Third, it's a duration effect, so you can't even
    strategically keep your health below 50% so your allies reap the
    benefits. Fourth, it requires six points of Charisma, which is just
    about a waste of five S.P.E.C.I.A.L. points, as far as I'm concerned.
    Rating: *
    Fortune Finder
    Req: Level 6, Luck 5
    Ranks: 1
    With the Fortune Finder perk, you'll find considerably more Nuka-Cola
    caps in containers than you normally would.
    More caps. Yay. You'll get plenty of caps killing things and selling
    their loot.
    Rating: *
    Req: Level 6
    Ranks: 1
    While using a pistol (or similar one-handed weapon), your accuracy in
    V.A.T.S. is significantly increased.
    If you plan to use one-handed ranged weapons-and V.A.T.S.-you should
    definitely pick up this perk. Now that V.A.T.S. is less useful and
    perks are more precious, I just can't bring myself to buy this perk.
    Rating: **
    Hand Loader
    Req: Level 6, Repair 70
    Ranks: 1
    You know your way around a reloading bench and don't let good brass and
    hulls go to waste. When you use guns you are more likely to recover
    cases and hulls. You also have all hand load recipes unlocked at the
    Reloading Bench.
    Okay, I can admit when I was wrong.. grudgingly. This perk allows you to
    recover ammo cases in hulls, which in and of itself isn't worth much. It
    does, however, unlock all the ammo recipes for guns, which includes the
    hand load ammo recipes. These, in turn, do wonderful things, typically
    giving a damage boost as well as altering the ammo in some other
    wonderful way. For instance, the 50mg rounds you can build with this
    perk deal x1.2 damage and increase spread. Now, if you buy plenty of
    ammo and break it down, and convert it to the better, hand load ammo
    recipes you'll reap the benefits. It sounds like a lot of work, and you
    tend to take a loss on the ammo in the process (breaking down 100 rounds
    of ammo will not allow you to rebuild 100 rounds of ammo), but how can
    you really argue with a damage bonus on EVERY shot? If you specialize
    with Guns, you can't. Note that to actually make some of the ammo this
    perk gives you access to, you may need a significantly higher Repair
    score. For example, .45-70 Gov't, SWC Hand Load ammo requires a Repair
    score of 90, and .50MG, Match Hand Load ammo requires a whopping 100
    Repair score. Getting up to 75 and using magazines and wearing a Utility
    Jumpsuit comes highly recommended, in this case. Also note that most
    Guns don't have Hand Load ammo recipes.. and some of the few that do
    aren't really worth making. You're really looking at three types of ammo
    when it comes to the Hand Load recipes; .308 rounds, 50mg rounds, and
    45-50 Gov't rounds, all of which have excellent Hand Load recipes.
    Fortunately, they are the ammo used by pretty much all the good Guns in
    the game.
    Rating: ****
    Lead Belly
    Req: Level 6, Survival 40 OR Endurance 5
    Ranks: 1
    With the Lead Belly perk, you take 50% less radiation every time you
    drink from an irradiated water source.
    There's plenty of clean water around. You can buy Purified Water
    cheaply. You can get your Rads cured from doctors and by using chems.
    Nobody needs this perk. Ever.
    Rating: *
    Mad Bomber
    Req: Level 6, Repair 45, Explosives 45
    Ranks: 1
    Your intimate knowledge of gadgets and explosives have combined to make
    you... the Mad Bomber! At Workbenches, you have special Explosives
    recipes unlocked for use.
    Mad Bomber is for Explosives nuts what Hand Loader is for Gun nuts-
    albeit, if you think grenades make up the entirity of the Explosives.
    This perk will allow you to make a slew of different Grenade types you'd
    otherwise not be able to make, from the potent Nuka-Grenade to simple
    and cheap grenades that allow you to convert Microfusion Cells to
    grenades.. it's honestly the only way you can expect to use Explosives
    as a primary weapon (as clunky as that would be, at best). If you're
    a fan of Explosives, and plan to pick perks like Demolition Expert, you
    should get this perk, too.
    Rating: ***
    Shotgun Surgeon
    Req: Level 6, Guns 45
    Ranks: 1
    Your precision with a scattergun is something to behold. When using
    shotguns, regardless of ammunition used, you ignore an additional 10
    points of a target's Damage Threshold.
    If you use Shotguns, you need this perk, period. Shotguns function
    something like automatic weapons, firing numerous, low-damage shots
    at a time. This makes the Damage Threshold reduction absolutely
    crucial for Shotguns, and the fact that SMGs and Assault Rifles
    don't have a perk like this really argues for the supremacy of the
    Shotgun. Combine this with Slugs, and you've got a good combination.
    I've managed to kill a Deathclaw in three shots with this perk and a
    Riot Shotgun, which is a pretty nice feat. That said, there are plenty
    of weapons out there that are simply stronger than Shotguns. A Sniper
    Rifle will punch through an enemies Damage Threshold just fine-no perks
    Rating: ***
    The Professional
    Req: Level 6, Sneak 70
    Ranks: 1
    Up close and personal, that's how you like it. Your Sneak Attack
    Criticals with pistols, revolvers, and submachine guns, whether Guns or
    Energy Weapons, all inflict an additional 20% damage.
    The high Sneak requirement on this is somewhat accounted for by the fact
    that you'd need a decent Sneak to get within range for these weapons. I
    have to be honest, this isn't a great perk. It's a 20% damage bonus that
    only applies to sneak attack criticals, and only to a variety of guns
    that aren't really suited for sniping (or for doling out huge amounts of
    damage, in any event).. and the guns that are most useful for this-the
    Ranger Sequioa or the .44 Magnum will already do loads of damage if you
    perform a sneak attack with them. And by loads I mean, they'll probably
    make whatever you're firing at dead. Surely perks like Finesse and
    Better Criticals put this to shame.
    Rating: **
    Req: Level 6, Endurance 5
    Ranks: 2
    With the Toughness perk, you gain +3 to overall Damage Threshold. This
    perk may be taken twice, with the second rank granting an additional +3.
    Here's how Damage Threshold works. If an enemies weapon can't overcome
    your Damage Threshold, you only take a small fraction of that weapons'
    damage. Many enemies use fairly typical weapons and thus do fairly low
    damage. A suit of Power Armor (typically granting you 20 some Damage
    Threshold) is about the best you can shoot for. With two of these perks,
    the Implant, and Remnant Power Armor and Helmet, you can aspire to the
    upper 30's. Many enemies, however, will do much more damage than this.
    A Deathclaw, Cazador, Giant Radscorpian, or an enemy with a high-end
    gun will still do plenty of damage to you, regardless of your Damage
    Threshold. This perk will help you mitigate a bit of damage from
    every attack, but three points off a 50 damage attack is less impressive
    than Fallout 3's base 10% damage resistance.
    Rating: ***
    Vigilant Recycler
    Req: Level 6, Science 70
    Ranks: 1
    Waste not, want not. When you use Energy Weapons, you are more likely to
    recover drained ammunition. You also have more efficient recycling
    recipes available at the Workbench.
    Just like the Hand Loader perk, but for Energy Weapons. Eh. There's a
    quest you can do which will net you a good bit of free Energy Weapon
    ammunition that respawns over time. Also, there are fewer types of
    Energy Weapon ammunition, and less need to convert such ammo. I don't
    suggest picking this perk, even if you love Energy Weapons. You can
    create Maximum Charge ammo just fine without this perk, which makes me
    wonder.. why bother with this perk? If you're an adamantly die-hard
    Energy Weapons user, perhaps, but this perk mostly just saves you
    money.. if that's your goal, why not pick Jury Rigging instead?
    Rating: *
    Level 8 Perks 							{PRK005}
    Req: Level 8
    Ranks: 1
    While using a rifle (or similar one-handed weapon), your accuracy in
    V.A.T.S. is significantly increased.
    V.A.T.S. might not be the prime-and-only combat solution in this game,
    in fact, as often as it's a godsend it's a liability, but it does have
    its uses. In New Vegas, rifle-grip guns are by far the dominant branch
    of weapons. One-handed weapons typically lose the damage battle by a
    wide margin. While this was excusable to some extent in Fallout 3, you
    really need that damage this time around, and no, being able to run
    faster with a one-handed gun doesn't make up for their lack of power
    (especially not with the Agility this build calls for.) The bottom line,
    V.A.T.S. may not be king, but it has its uses, and if you use V.A.T.S.,
    and use two-handed weapons, this perk is calling to you. It's better
    than Gunslinger, in any event.
    Rating: ***
    Req: Level 8, Guns 45, Melee Weapons 45
    Ranks: 1
    You do 25% more damage when using any revolver, lever-action firearm,
    dynamite, knife, or hatchet.
    Promising on paper, as 25% is a big chunk of damage, there's just one
    catch. Most of the weapons this applies to are rather weak, with the
    exception of the Brush Gun and Ranger Sequoia. The Brush Gun is good at
    short to mid range combat, and is easily a better choice for close
    encounters than the AM Rifle or Sniper Rifle. If you've got a good
    handle on sniping (especially when it comes to the stronger enemies,
    like Deathclaws), you may not even give this perk a second glance. On
    the other hand, the Brush Gun has some excellent utility it when comes
    to slaying Cazadors, or swarms of moderately powerful enemies (many
    human enemies come to mind). In fact, if something isn't far enough away
    to bother shooting at with a Sniper Rifle, you might as well be using
    a Brush Gun, and this gives a hefty 25% damage bonus to that weapon,
    making it a useful-although not vital-addition to any Guns build.
    Rating: ***
    Req: Level 8, Guns 45, Explosives 20
    Ranks: 1
    Just good, honest infantry work! You do 25% more damage with 9mm and
    .45 Auto Pistols and SMGs, Service Rifles, Assault and Marksman 
    Carbines, Light Machine Guns, Frag Grenades, Grenade Rifles and
    Launches, and Combat Knives.
    Most of the weapons on this list are low-to-mid damage auto-fire
    weapons.. or failing that, are so useless they're not worth considering.
    It's a decent damage bonus, but it's a shame most of the weapons it
    affects aren't worth using. I say just grab a powerful, single-shot
    rifle and punish critters that way, and ignore this perk.
    Rating: *
    Home on the Range
    Req: Level 8, Survival 70
    Ranks: 1
    Whenever you interact with a campfire, you have the option of sleeping,
    with all the benefits that sleep brings.
    When would you EVER need this perk? If you're not playing in Hardcore
    mode.. well, if you can sleep, you can fast travel. If you can fast
    travel, you cand find somewhere to sleep. If you are playing Hardcore
    mode.. same thing, except if your sleep deprevation meter is in the
    900's.. well, then you're an idiot and should have slept earlier.
    Rating: *
    Living Anatomy
    Req: Level 8, Medicine 70
    Ranks: 1
    Living Anatomy allows you to see the Health and Damage Threshold of any
    target. It also gives you a +5% bonus to damage against Humans and non-
    Feral Ghouls.
    Ah, another pre-Fallout 3 perk that makes its return in New Vegas. First
    lets discuss the damage. 5% isn't much, and the fact that it applies
    only to humans and non-feral Ghouls means you can safely ignore it, as
    it's only as effective as, say, Black Widow. On the other hand, being
    able to see an enemies Health and, more importantly, their Damage
    Threshold is a huge advantage, especially on your first playthrough.
    When you see a that a Super Mutant Master has a 20 Damage Threshold, or
    a Giant Radscorpian has a 36, you begin to understand why your Cowboy
    Repeater wasn't hurting it. Once you've played the game a bit, however,
    you start to understand this intuitively, especially after playing with
    this perk. Anybody knows that a Deathclaw is going to have a high Damage
    Threshold, and even without knowing the exact number of hit points, you
    can always see an enemies health bar in V.A.T.S. For veteran players,
    this perk becomes much less useful, although anomalies exist, and once
    you have played the game more you'll realize that getting a bigger,
    stronger gun is always the answer.
    Rating: ***
    Pack Rat
    Req: Level 8, Intelligence 5, Barter 70
    Ranks: 1
    You have learned the value of careful packing. Items with a weight of 2
    or less weigh half as much for you.
    At first this perk almost seems silly, and it does have some flaws. For
    one, if you're not playing in Hardcore mode, it's a complete waste of a
    perk. If you are playing in Hardcore mode, however, it still requires
    what can be a brutal and potentially wasteful amount of points in
    Barter. On the other hand, anything that weighs less than a pound will
    weigh, well, half as much. This comes with an important implication for
    Hardcore mode players; most of your vital food, ammo, and crafting
    components will weigh half as much, allowing you to stock up and carry
    around twice as many, which is worth its weight in gold. Worth more,
    really, gold isn't very good for drinking. Right Crassus? With this
    benefit you have to weigh it against the Strong Back perk.. if you're
    not going to carry more than fifty pounds of supplies, you might as
    well get that perk instead. Also if you have some allies, you can just
    load them up full of gear. So, this perk does have its issues, but if
    you just want to be sure you are carrying as much gear as possible..
    Well, I'd still say pick Strong Back, if you've got the Strength and
    Endurance. I'd take a flat 50 pounds over carry weight over this any day.
    Rating: **
    Quick Draw
    Req: Level 8, Agility 5
    Ranks: 1
    Quick Draw makes all of your weapon equipping and holstering 50% faster.
    With the base of five Agility this perk calls for.. maybe.. but with
    anything higher you're going to be doing just fine on your own. And,
    since this game allows you to be the sniper more successfully and from
    a safer distance, chances are you'll have your gun out before the enemy
    anyways. Don't waste your perk.
    Rating: *
    Rad Resistance
    Req: Level 8, Survival 40, Endurance 5
    Ranks: 1
    Rad Resistance allows you to -- what else? -- resist radiation. This
    perk grants an additional 25% to Radiation Resistance.
    25% is a fairly large amount of radiation resistance, but there are
    plenty of environmental suits in the game, and of course.. Rad-X. You
    can take a perk to permanently gain resistance, or take a pill to get
    the resistance when you need it. Even if you get irradiated, it only
    costs 100 Caps or some RadAway to fix you up. If you're the Hardcore
    mode survival type, just wait for Rad Absorption.
    Rating: *
    Req: Level 8, Luck 5
    Ranks: 1
    With the Scrounger perk, you'll find considerably more ammunition in
    containers than you normally would.
    Buy your ammo, instead. Problem solved.
    Rating: *
    Sneering Imperialist
    Req: Level 8
    Ranks: 1
    You don't take kindly to raiders, junkies, or tribals trying to "settle"
    or "stay alive" in civilized lands. Against dirty raider and junkie
    types as well as Zion's tribals you do +15% Damage and have a bonus to
    hit in V.A.T.S.
    ..or you could get something like Black Widow, which does +10% damage
    to every male character in the game-NCR, Great Khans, Fiends, Caesar's
    Legion, or whatever other politics they have. Not to say that Black
    Widow is a great perk, but more to put this perk up for comparison.
    Plus, most raiders and tribals aren't terribly strong (compared to
    Cazadors, Death Claws, etc.) There are just better damage-dealing
    perks to pick, and many that help you kill stronger creatures, or give
    bonuses when fighting.. well, anything.
    Rating: **
    Req: Level 8, Endurance 6, Strength 6
    Ranks: 1
    You gain +5 Damage Threshold against all Melee Weapons and Unarmed
    attacks and cannot be knocked down in combat.
    Sure, +5 isn't a big deal when it applies to only melee attacks.. but
    honestly most of the enemies that will blast through your Damage
    Threshold are things like Cazadors, Deathclaws, Radscorpians, and to
    some extent Nightstalkers and Geckos, all of which use.. you guessed it,
    melee attacks. Still, Deathclaws routinely hit for over 100 points of
    damage (even with a modest Damage Threshold of 20), so five points
    probably isn't going to save you. On the other hand, I've started to
    view this a bit like Toughness.. but only applying to-for argument's
    sake-half the attacks in the game. With that math, it doesn't seem like
    a terrible perk.
    Rating: ***
    Strong Back
    Req: Level 8, Strength 5, Endurance 5
    Ranks: 1
    With the Strong Back perk, you can carry 50 more pounds of equipment.
    It was in my build for Fallout 3, but with only 15 perks in the vanilla
    version of New Vegas, it just didn't make the cut. Now, with ten more
    perks, I'm somewhat more inclined towards it. Carrying extra stuff is
    nice, even nicer in Hardcore Mode, and very, very nice during the
    expansions. After hitting level 40~ I had every perk that was remotely
    interesting to me, so I was warmer to the idea of returning it to my
    Rating: **
    Super Slam
    Req: Level 8, Strength 6, Melee Weapons 45
    Ranks: 1
    All Melee Weapons (except thrown) and Unarmed attacks have a chance of
    knocking your target down.
    In the original guide, I was rather dismissive of this perk-it wasn't
    easy to do both melee and ranged with a limited number of skill points,
    after all. In the Ultimate Edition, however, we can-and will-become
    great at everything. It's simple enough to gun everything down with the
    Gobi Campaign Scout Rifle and .308 JSP Ammo, and it's still my prefered
    method of dealing with most things. Still, in some of the expansions,
    you're rather limited by what you can carry with you. Intead of getting
    Pack Rat to carry twice as much ammo, I opt for a full melee build. It
    kills the critters that are too weak to bother wasting precious ammo
    on, and it allows me to be more versatile. This perk shines with a
    melee build-it's much better that Paralyzing Palm, since it always has
    a chance to work, and it works very often. Many times you can risk
    going toe-to-toe with foes somewhat secure in the knowledge that there's
    a decent chance you'll simply knock them down. It's a great melee perk.
    Rating: ****
    Terrifying Presence
    Req: Level 8, Speech 70
    Ranks: 1
    In some conversations, you gain the ability to initiate combat while
    terrifying a mob of opponents, sending them fleeing for safety.
    Seriously? Do I even have to discuss this one? Ah, I guess there are..
    uh.. some second generation mutants out there who might not understand
    when suck rears its ugly head. Okay, how often will this help you
    against Cazadors, Super Mutants, and Deathclaws? What's that? Never?
    Okay then. You don't need to scare off NPCs, they tend to be weak
    Rating: *
    Tribal Wisdom
    Req: Level 8, Survival 70
    Ranks: 1
    Your limbs take 50% less damage from Animals, Mutated Animals, and
    Mutated Insects, you gain +25% resistance to Poison Damage, and can eat
    Mutated Insects when you're in Sneak mode.
    Who really cares about limb damage? Seriously? Poison Resistance also
    sucks, since you'll get the Cardiac Arrest or Heartless "perks" for
    free. Finally, eating dead bugs is the equivilent of the Cannibal perk..
    which also sucks. It doesn't heal much. If you want to eat crap from
    dead enemies, get the 'Them's Good Eatin' perk, instead.
    Rating: *
    Level 10 Perks 							{PRK006}
    And Stay Back
    Req: Level 10, Guns 70
    Ranks: 1
    You've discovered a Shotgun technique that has a chance to knock an
    enemy back.
    This perk causes enemies to get knocked down when you shoot them with a
    shotgun. Its usefulness varies on what you shoot with it-Death Claws and
    Super Mutants seem to be all but helpless against this perk, but other
    critters I tested it on-humans, for example-were very rarely affected..
    not that it mattered, since they're too weak to care about. This is a
    good helping perk if you love shotguns, and if you got the Shotgun
    Surgeon perk, you should definitely get this one, too. Me, I'd rather
    just go with Super Slam. It works on ALL unarmed and melee attacks, not
    just a subset of one weapon category.
    Rating: ***
    Animal Friend
    Req: Level 10, Charisma 6, Survival 45
    Ranks 2
    At the first rank of this perk, animals simply won't attack. At the
    second rank, they will eventually come to your aid in combat, but never
    against another animal.
    Even though Yao Guai make their New Vegas appearance in the 'Honest
    Hearts' expansion, I still maintain that getting a perk to pacify
    wasteland critters is less effective than just putting a few bullets
    through them. Still, now that there are some strong foes that might be
    affected by it, it's a little less useless. Not less useless enough to
    make me give it two stars, but still. Plus, where are you going to get
    five more SPECIAL points to put into Charisma for this perk?
    Rating: *
    Fight the Power!
    Req: Level 10
    Ranks: 1
    You've had enough of the so-called "authorities" pushing poor folks
    around! You gain +2 Damage Threshold and +5% Critical Hit Chance
    against anyone wearing the faction armro of the NCR, Legion, or
    I'd make a direct comparison to Sneering Imperialist, save the fact
    that this perk just give better bonuses, even though it's just as
    selective with its affected foes. The Damage Threshold and Critical
    Chance certainly outshines the accuracy and damage of Sneering
    Imperialist, and some of these faction folks can actually be somewhat
    strong.. nothing strong enough to survive a well-placed Sniper Rifle
    round, but still, pretty strong. I'd still suggest picking perks that
    are a little less discriminating.
    Rating: **
    Req: Level 10
    Ranks: 1
    With the Finesse perk you have a higher chance to score a critical hit
    on an opponent in combat, equivalent to 5 extra points of Luck.
    An extra 5% chance to critically hit sure fits into my game plan.
    Actually, I can't imagine anybody not having a use for an extra 5%
    chance to critical. I'd rather take a sure damage increase any day, but
    this is still a good perk. Think of it this way, taking Strong Back is
    good because it gives you the best part of having five points of
    Strength. Finesse does pretty much the same thing, but with Luck, a far
    superior attribute. Again, if you get perks like Better Criticals, this
    perk becomes that much more useful.
    Rating: *****
    Here and Now
    Req: Level 10
    Ranks: 1
    The Here and Now perk immediately grants an additional experience level,
    complete with all the advantages that brings.
    Or you could just level up like normal. If you're like me, you hit level
    50 well before you finished the game. This is a waste of a perk.
    Rating: *
    Math Wrath
    Req: Level 10, Science 70
    Ranks: 1
    You are able to optimize your Pip-Boy's V.A.T.S. logic, reducing all AP
    costs by 10%
    In Fallout 3 this would have been a killer perk. In New Vegas, V.A.T.S.
    is less important.. However, it seems that I was wrong about the
    relative usefulness of this perk. Originally I had pointed out that with
    Action Boy you'll get 15 extra Action Points.. which is almost certainly
    better than the 10% reduction in Action Points. Except for one thing-it
    takes longer for you to regenerate those 15 points from Action Boy,
    whereas with Math Wrath, you get a reduction to Action Point costs
    (which is just as good as an increase in Action Points) but with no
    actual overall increase in Action Points-and hence, no more points that
    you actually have to regenerate. I'll directly quote an email I recieved
    from one John Mickey, who pull this information off fallout.wikia.com:
    "Action Boy gives +15 AP, true, but the advantage of Math Wrath is that
    it still takes the same amount of time to fully recover AP; wouldn't the
    larger number of AP given by Action Boy result in a longer recharge?
    According to fallout.wikia.com: "A character will take 16.66 seconds to
    recover their AP bar to full regardless of their AP total, unless their
    AP is modified by perks. It should be noted that AP gained through perks
    do NOT count towards regeneration rate. Therefore a player with 115 AP,
    30 of which were gained through Action Boy perks, would actually take
    over 23 seconds to fully recover their AP bar. Furthermore, the perk
    Nerves of Steel decreases this regeneration period by 20%, to a
    potential minimumrecovery period of 13.33 seconds." So while Math Wrath
    provides fewer APs, it allows the player to use VATS more often by
    waiting less after a drain. So with Action Boy you get basically get to
    use the perk once per encounter, at the beginning, since it's unlikely
    that you'll be able to wait enough for your AP to recharge into that
    extra amount; with Math Wrath it's possible to utilize the perk's
    advantage more than once per encounter because it increases the amount
    of actions within the base recharge time. Anyway, just thought I'd
    throw out a counterargument."
    So.. long story short, I was wrong about Math Wrath-it's still not a
    great perk, but it is better than Action Boy, and with the Ultimate
    Edition.. it's actually worth considering.
    Rating: ***
    Miss Fortune
    Req: Level 10, Luck 6
    Ranks: 1
    Just when your enemies think they have the upper hand, Miss Fortune
    appears to turn their world upside down. Appearing only in V.A.T.S., she
    has the ability to snatch defeat from the jaws of victory.
    Two things about this, and it applies to Mysterious Stranger, too; the
    only 'luck' I want to rely on in this game is critical hits. And the
    fact that this perk only works in V.A.T.S., and then, unpredictably at
    that, makes me pass on it for something more certain.
    Rating: *
    Mister Sandman
    Req: Level 10, Sneak 60%
    Ranks: 1
    With the Mister Sandman perk, when you're in Sneak mode, you gain the
    option to silently kill any human or Ghoul while they're sleeping. And,
    all Mister Sandman kills earn bonus XP.
    First, if they're sleeping, you can probably just shoot them from a
    distance anyways. Second, when enemies are sleeping, they seem to have
    a greater ability to detect you. Hell, half the time I get detected it's
    by sleeping characters. Third, most enemies you'll want to kill wonít be
    caught sleeping, so this is mostly useful for assassinating NPCs. And
    finally-how much XP are you really going to be getting from this in the
    long run? Don't waste your perks.
    Rating: *
    Mysterious Stranger
    Req: Level 10, Luck 6
    Ranks: 1
    You've gained your own personal guardian angel... armed with a fully
    loaded .44 Magnum. With this perk, the Mysterious Stranger will appear
    occasionally in V.A.T.S. mode to lend a hand, with deadly efficiency.
    For the same reason that I won't use Miss Fortune, I won't use
    Mysterious Stranger. Sure, the extra damage in V.A.T.S. might be nice,
    but it can be done other, more reliable ways.
    Rating: *
    Nerd Rage!
    Req: Level 10, Science 50, Intelligence 5
    Ranks: 1
    You've been pushed around long enough! With the Nerd Rage! perk, your
    Strength is raised to 10 and you gain +15 Damage Threshold whenever
    your Health drops to 20% or below.
    I've actually used this perk before in New Vegas.. more for novelties'
    sake than for any good reason. It was fun to mess around with a
    character who stuck to mid-strength weapons, but once they got injured
    whipped out a Minigun. It wasn't horribly effective, mind you, just
    amusing for a spell. +15 Damage Threshold is pretty nice, but falling
    under 20% of your health is cutting it awful close.. I wouldn't bother
    with this perk, especially with the new luxuries in the Strength
    department afforded to us with the higher level cap and the perks from
    'Old World Blues'.
    Rating: *
    Night Person
    Req: Level 10
    Ranks: 1
    When the sun is down, a Night Person gains +2 to both Intelligence and
    Perception (up to a maximum of 10). This perk directly affects your
    "internal clock" and remains active both inside and outside.
    The best part of this perk is the skill bonuses you'd receive from the
    stat increases. If you get the extra skill points from the Intelligence
    when you level up at night.. maybe. But still, having a bonus half of
    the time.. eh. I mean, it's not like it adds to your combat abilities,
    it lets you see threats further (at night) and gives you some extra
    skill points. There's better out there.
    Rating: *
    Plasma Spaz
    Req: Level 10, Energy Weapons 70
    Ranks: 1
    You're just so excited about plasma that you can't (magnetically)
    contain yourself! The AP costs for all plasma weapons (including Plasma
    Grenades) are reduced by 10%.
    You remember Math Wrath? Yeah, it worked for all weapons, and it was
    mediocore. How is a perk that only works for plasma weapons going to
    fare? Not so well.
    Rating: *
    Level 12 Perks 							{PRK007}
    Req: Level 12, Perception < 10, Perception 6
    Ranks: 1
    You've learned to keep your senses alert to any danager. When crouched
    and not moving you gain a +2 to your Perception attribute to help you
    find enemies before they find you.
    To get this perk, you need to have a Perception score of between six
    and ten, and it allows you to sense enemies as if you had two more
    points of Perception when you're crouched and not moving.
    Why not get a point of Intensive Training, instead, so you'll have a
    point of Perception ALL the time, that gives bonuses to skills, too?
    Or, just drag ED-E around with you.
    Ranks: *
    Fast Metabolism
    Req: Level 12
    Ranks: 1
    With the Fast Metabolism perk, you gain a 20% Health bonus when using
    Stimpaks are cheap enough to buy, you don't need this perk.
    Rating: *
    Ghastly Scavenger
    Req: Level 12, Cannibal
    Ranks: 1
    With Ghastly Scavenger, when you're in Sneak mode, you gain the option
    to eat a Super Mutant or Feral Ghoul corpse to regain Health. Every time
    you feed, you lose Karma, and if the act is witnessed, it is considered
    a crime against nature.
    Much like the Cannibal perk, this perk is only remotely useful if you're
    playing in Hardcore mode. Even then, this perk requires you to have
    Cannibal-a perk with arguable value as it is-and only works on Super
    Mutants and Feral Ghouls. Humans are more plentiful, and unless you're
    just starving away on Black Mountain, Camp Searchlight, or Vault 34,
    there's not really any widespread use for this perk.
    Rating: *
    Req: Level 12, Strength 7
    Ranks: 1
    Have you been working out? Weapons heavier than 10 lbs. now weigh half
    as much for you. (Modified weapons that drop below 10 lbs. will not gain
    this benefit.)
    I don't know about you, but I almost never use weapons that weigh
    10 lbs. or more, and in any event, how many of these weapons would you
    even have on you at once? One, two? Unless it were loot you grabbed
    from Super Mutants. In that case, doesn't have Strong Back, to give you
    50 lbs. extra carrying capacity all the time, for everything, help more
    in the long run? I think so, and so should you.
    Rating: *
    Hit the Deck
    Req: Level 12, Explosives 70
    Ranks: 1
    Your extensive familiarity with Explosives allows you to ignore a
    portion of their damage. Your Damage Threshold is increased by 50%
    against any and all Explosives--even your own.
    I don't suppose this applies to the explosive corona caused by the
    Meltdown perk? Ah well. I can actually see this perk having its uses,
    albeit dependent upon your love of Explosives and your base Damage
    Threshold. If you use nothing but Explosives, and wear enough armor to
    give you.. about 30 Damage Threshold, then the frequency of friendly
    fire and the Damage Threshold bonus may well be worth the perk. If not,
    you can ignore this perk.
    Rating: ***
    Req: Level 12, Perecpetion 7
    Ranks: 1
    With the Hobbler perk, your chance to hit an opponent's legs in V.A.T.S.
    is significantly increased.
    Like Sniper, but for retards. Really. I can't be nicer than that. Going
    for headshots kills. Killing is better than slowing-the only benefit of
    which would be to kill later. The only time I shot at something's legs
    was when I was erroneously trying to do the 'Deathclaw Pro Hunter'
    'Gun Runner's Arsenal' challenge by using Boxing Tape. I thought that
    with Super Slam.. anyways, it works better with a Silenced .22 Pistol..
    or at least it would if stupid Obsidian would stop breaking things with
    their 'patches'.. Oh, uh, anyways, this perks sucks, you never need to
    shoot anything in the legs.
    Rating: *
    Life Giver
    Req: Level 12, Endurance 6
    Ranks: 1
    With the Life Giver perk, you gain an additional 30 Hit Points.
    Considering that you gain 20 hit points for a point of Endurance, this
    perk is pretty much on the same level as an Intensive Training perk
    spent on Endurance-minus the bonuses to resistances and the skills, and
    the ability to grab another Implant. The fact that Implants call for us
    to have such a high starting Endurance makes 30 extra hit points
    dispensable, and although it's nice, I can't see it fitting into most
    Rating: **
    Long Haul
    Req: Level 12, Barter 70, Endurance 6
    Ranks: 1
    You have learned how to pack mountains of gear for the Long Haul. Being
    over-encumbered no longer prevents you from using Fast Travel.
    Sure, you might think this is nifty. After all, how wonderful would it
    be to just grab up all the loot you can carry and fast travel back to
    town? What about the implications for Hardcore mode? Hogwash. Crawling
    around scavenging the last few items in a room or on some corpses and
    then having to inch your way outside to fast travel is not a time
    saver. Just drop the excess and come back. Or store it on a companion.
    This is an illusory time saver, and unless you stored an ungodly amount
    of loot in a container, picked it all up, and then waddled outside to
    fast travel, you wouldn't be doing anything. This isn't a good perk,
    it's just procrastination disguised as convenience.
    Rating: *
    Piercing Strike
    Req: Level 12, Unarmed 70
    Ranks: 1
    Piercing Strike makes all of your Unarmed and Melee Weapons (including
    thrown) negate 15 points of Damage Threshold on the target.
    Ignoring 15 points of Damage Threshold is huge, even ridiculous,
    especially considering that many Unarmed and Melee Weapons already do
    good damage. Combine this with the Purifier perk and you will be able
    to deal with Deathclaws and Super Mutants as well as any weapon-bearing
    character in the game. Frankly, however, against those enemies I'd
    rather keep my distance. If you go melee, however, you're going to want
    this perk.
    Rating: ****
    Req: Level 12, Explosives 60
    Ranks: 1
    With the Pyromaniac perk, you do +50% damage with fire-based weapons,
    like the Flamer and Shishkebab.
    This is a huge damage boost that effects a small variety of weapons.
    Still, the Heavy Incinerator can be fun. If you use Energy Weapons, and
    really have the desire to use a fire-based weapon.. well, you might as
    well get this perk. If you don't fall into this narrow niche, ignore it.
    This perk is especially useful for boosting the Shiskebab melee weapon.
    With this perk it becomes a viable weapon for late game use.. well, as
    much as any melee weapon becomes, anyways. It might not be as powerful
    as the Super Sledge, but it is much faster. Or you could just go Unarmed
    and use a Displacer Glove or something. Either way.
    Rating: ***
    Robotics Expert
    Req: Level 12, Science 50
    Ranks: 1
    With the Robotics perk, you do an additional 25% damage to any robot.
    But, even better, sneaking up on a hostile robot undetected and
    activating it will put that robot into a permanent shutdown state.
    This is still as good of a perk in Fallout: New Vegas as it was in
    Fallout 3, but with a few notes on the gameplay. First, it's much
    harder to sneak to within melee range of enemies in New Vegas. Second,
    there aren't nearly as many robots in the Mohave as there were in D.C.,
    which makes this a less useful perk. Oh, also there's the Pulse Gun,
    which pretty much wastes robots on its own.
    Rating: **
    Silent Running
    Req: Level 12, Agility 6, Sneak 50
    Ranks: 1
    With the Silent Running perk, running no longer factors into a
    successful sneak attempt.
    Alright, letís be honest here. In order to Sneak effectively, you need
    a fairly high Sneak score. However, in Fallout: New Vegas, you don't
    need to get within most enemies' perception range to snipe them, making
    Sneak less obligatory. However, if you want to sneak near an enemy,
    much less sneak up to them, you're going to need to be quick about it,
    as enemies wander around more regularly. To this end, you'll want
    Silent Running. If all you want Sneak for is to get within the generous
    sniping range, or to grab an item off a shelf, you probably don't need
    this perk. If you want to get closer to enemies, or to sneak past them
    at any decent speed, you need this perk.
    Rating: ***
    Req: Level 12, Perception 6, Agility 6
    Ranks: 1
    With the Sniper perk, your chance to hit an opponent's head in V.A.T.s.
    is significantly increased.
    If it has a head, you probably want to shoot it there for the bonus
    damage. If you only stick to melee attacks, or never use V.A.T.S., you
    can ignore this perk. If you play realistically however, this is a
    pretty good perk. Mind you it doesn't just cover 'sniping'. Popping a
    Super Mutant in the face with a few rounds of Shotgun Shells at mid
    range is also a good use of the Sniper perk.
    Rating: ****
    Splash Damage
    Req: Level 12, Explosives 70
    Ranks: 1
    When you're deep in enemy territory, you just start chucking grenades
    and hope for the best. All Explosives have a 25% larger area of effect.
    I'm rather skeptical of all these area of effect perks.. first, it seems
    just as likely to hurt you as not, and second, just how many enemies are
    going to find clustered together? Three, or four at the most? I don't
    know, I'd rather just take Demolition Expert instead.
    Rating: **
    Unstoppable Force
    Req: Level 12, Strength 7, Melee Weapons 90
    Ranks: 1
    Your martial might is truly legendary. You do a large amount of
    additional damage through enemy blocks with all Melee Weapons and
    Unarmed attacks.
    Just how many enemies actually block in this game? Human enemies that
    use melee weapons, which are, as a rule of thumb, usually easy to kill.
    Super Mutants, Cazadors, and Deathclaws won't be blocking your attacks,
    so what use is this perk? And 90 Melee Weapons? Even a dedicated melee
    fighter can ignore this perk.
    Rating: *
    Level 14 Perks 							{PRK008}
    Adamantium Skeleton
    Req: Level 14
    Ranks: 1
    With the Adamantium Skeleton perk, your limbs only receive 50% of the
    damage they normally would.
    If you are playing in normal mode, laugh at this perk-laugh at it and
    stick yourself with a Stimpak, you lucky bastard. On the other hand, 
    this perk started to seem slightly less useless in Hardcore Mode, during
    the expansions, with my Small Frame build.. And then I remembered I
    wasn't retarded, made some Healing Poultices, and forgot about this perk
    Rating: *
    Center of Mass
    Req: Level 16, Guns 70
    Ranks: 1
    You don't fool around with fancy trick shots. Straight to the midsection
    and down they go. In V.A.T.S., you do an extra 15% damage with attacks
    targeting the torso.
    15% is nice and all, but note the 'in V.A.T.S.' line. Also keep in mind
    that headshots tend to deal more damage.. if you're close enough to
    pull off a V.A.T.S. shot with some expectation of success, you're
    probably close enough to go for the head.
    Rating: *
    Req: Level 14, Medicine 60
    Ranks: 1
    With the Chemist perk, any chems you take last twice as long.
    First, it should be stated that the 'any chems' here is bogus. In
    Hardcore Mode, all restoratives work over time-and this perk will NOT
    make Super Stimpaks, Stimpaks, and RadAway work 'twice as long'. So if
    you're hoping it'll double the healing, you're hoping in vain. Once we
    realise that, there's seemingly only one use for this perk-extending the
    coverage of Rad-X. Rad-X is the only chem I tend to use with any
    regularity, but it's not so rare that I can't just pop another one to
    keep me from glowing, and there are always Radiation Suits for when we
    have to walk into the fire. There is, however, one instance when this
    perk might be handy-if you plan to invest in the Implant GRX perk, you
    should consider Chemist, as it'll double the duration of the effect.
    Rating: **
    Jury Rigging
    Req: Level 14, Repair 90
    Ranks: 1
    You possess the amazing ability to repair any item using a roughly
    similar item. Fix a Trail Carbine with a Hunting Rifle, a Plasma
    Defender with a Laser Pistol, or even Power Armor with Metal Armor. How
    does it work? Nobody knows... except you.
    Originally I gave this perk a mediocore three-star rating, despite how
    useful it is (and despite how ardently people advocated for it). In a
    15 perk game, it's just not a priority.. not when I can wait a few days,
    kill some Super Mutants, and pay for repairs.. and then steal the Caps
    back later. In the Ultimate Edition, however, there are fewer perk
    pressures, and more need for this perk. There are plenty of new items
    in the expansions that won't be found in the Mohave.. and unique
    versions of those items that you might want to use. Also, the expansions
    tend to force you to travel light, and restrict you from going back to
    the Mohave.. and lets just say that they tend to be light on merchants
    who will repair your stuff, and who wants to sell off all that new
    expansion loot simply to repair your gear? This perk saves you money,
    and eliminates hassle in a big way-it's comparable to the Them's Good
    Eatin' perk, especially for Hardcore Mode players.. and it's not an
    exaggeration to say that keeping your arms and armor in good condition
    is just as good as healing. Repair Joshua Graham's Armor with any old
    Pre-War clothes you find, or keep the Gobi in shape by fixing it with
    parts from various-less godly-guns.
    Rating: ****
    Light Step
    Req: Level 14, Perception 6, Agility 6
    Ranks: 1
    With the Light Step perk, you'll never set off an enemy's mines or
    floor-based traps.
    Land mines are pretty common. Fortunately, they're also obvious, they
    don't do a huge amount of damage-in the grand scheme of things, and you
    can disarm them with a simple button click. Not only that, you get
    experience and the mine itself when you do! Be observant, and you wont
    need this perk.
    Rating: *
    Req: Level 14
    Ranks: 1
    As a purifier of the wasteland, you do +50% damage with Melee and
    Unarmed weapons against Centaurs, Nightstalkers, Spore Plants, Spore
    Carriers, Deathclaws, Super Mutants, and Feral Ghouls.
    This perk seems somewhat obvious-after all, +50% is a huge damage boost,
    and the enemies this effects are bad news. On the other hand, most of
    these critters are such bad news, that I still suggest-with Piercing
    Strike, Super Slam, Slayer, and this perk, that you don't go toe-to-toe
    with a Deathclaw. They can still kill you in several hits, regardless
    of how fast you can kill them, and if there's more than one of them,
    you will probably get hit a few times. Why fight fire with fire when you
    have.. say.. the Gobi Campaign Scout Rifle (aka, the Finger of God)?
    Also, Centaurs are always weak, Super Mutants and Feral Ghouls are
    managable without this perk, and when you become immune to poison
    (courtesy of 'Old World Blues') you'll laugh at Nightstalkers. That
    really only leaves Deathclaws as worthy of consideration (Spore critters
    are too rare to care about) and.. well, don't fisticuffs with something
    called a Deathclaw seems a good rule of thumb. You have guns for that.
    Rating: **
    Level 16 Perks 							{PRK009}
    Action Boy/Girl
    Req: Level 16, Agility 6
    Ranks: 2
    With the Action Boy/Girl perk, you gain an additional 15 Action Points
    to use in V.A.T.S.
    Action Boy/Girl has been split into two ranks, radically diminishing
    the effectiveness of this perk. On top of that, you have LESS perks
    with which to choose from, further exacerbating the situation. If that
    wasn't enough, having a high Action Point total isn't as useful in New
    Vegas. All of these conditions add up to one conclusion: you can look
    elsewhere for your V.A.T.S. perks.
    Rating: **
    Better Criticals
    Req: Level 16, Perception 6, Luck 6
    Ranks: 1
    With the Better Criticals perk, you gain a 50% damage bonus every time
    a critical hit is scored on an opponent.
    Your critical chance is determined by your Luck-1 point of Luck equals
    a 1% chance of landing a critical hit. This doesn't increase your chance
    of landing a critical hit, instead Better Criticals improves the
    damage you deal when you do land a critical hit. Therefore the
    usefulness of this perk is directly related to how high your luck is.
    With sneak attack criticals, the Sniper perk, or the Finesse perk,
    Better Criticals becomes greatly useful, but it really depends on your
    build. No character is hurt by having high luck however, so it stands
    to suggest that most characters could benefit greatly from this perk..
    And since you need a Luck score of 6 for this perk, if you can get it,
    you might as well. This perk is especially useful for players who have
    the Laser Commander perk, for obvious reasons.
    Rating: *****
    Chem Resistant
    Req: Level 16, Medicine 60
    Ranks: 1
    Having the Chem Resistant perk means you're 50% less likely to
    develop an addiction to chems, like Psycho or Jet.
    First, why you would ever need to use Psycho or Jet is beyond me.
    Secondly, addiction isn't a big deal. You can always get your
    addiction cured at a hospital, or you could just reload. If doubling
    the duration of chems didn't appeal to you, this shouldn't either.
    Rating: *
    Req: Level 16, Energy Weapon 90
    Ranks: 1
    Meltdown causes foes killed by your Energy Weapons to give off a corona
    of harmful energy. Note: this can cause a chain reaction.
    Another Energy Weapons perk, this one is more of a general perk, as it
    applies to all Energy Weapons, rather than either lasers or plasma
    weapons. I can't question the power of Energy Weapons, but I can and
    will question the usefulness of this perk. Seeing enemies explode into
    a corona of energy when they die is awful fun, but the explosion has a
    fairly short radius, although it can do good damage. The bad part is
    that you can catch yourself in this blast, making it a hassle any time
    an enemy gets close to you in combat. Sure "Don't let them get close",
    yeah, whatever. In any event, blowing yourself up is not fun, and this
    perk doesn't make energy weapons exceptionally more powerful. On top of
    that, there's not all that many situations in which you'll find enough
    enemies close together to cause a useful explosion, much less a chain
    reaction. It's slight usefulness is offset by the hassle of having to
    keep away from enemies to avoid catching yourself in the blast.
    Rating: **
    Req: Level 16
    Ranks: 1
    The Tag! perk allows you to select a fourth Skill to be a Tag skill,
    which instantly raises it by 15 points.
    Skill points are good, I think we can all agree with that. But there is
    a limit. A 15 point skill perk is arguably less useful than
    Comprehension.. even if you don't find 15 skill books, and it is
    certainly less useful than Educated, which can give up to 92 skill
    points. Sure, I like skill points, but I won't sacrifice a perk for
    such a small return.
    Rating: *
    Weapon Handling
    Req: Level 16, Strength < 10
    Ranks: 1
    Weapon Strength Requirements are now 2 points lower than normal for you.
    Strength isn't a great attribute.. in fact, the only reason I bother
    with it at all is because you NEED to have Strength to use weapons
    effectively. This perk gives you, essentially, two points of Strength.
    Or at least the better benefits of having two Strength. In the Ultimate
    Edition, the 'Old World Blues' expansion increases your Strength by
    one or two points, and since you have more levels-hence more skill
    points, Intelligence is less useful.. a few points from Intelligence
    can (and in my build, does) boost your Strength score.. since I'll
    hit a natural eight Strength anyways, what do I ever need this perk
    Rating: **
    Level 18 Perks 							{PRK010}
    Computer Whiz
    Req: Level 18, Intelligence 7, Science 70
    Ranks: 1
    Fail a hack attempt and get locked out of a computer? Not if you're a
    Computer Whiz! With this perk, you can attempt to re-hack any computer
    you were previously locked out of.
    Words can hardly describe how useless this perk is. Okay, yes they can.
    This perk is damn near worthless. A 10 skill point perk seems fantastic
    by comparison. Here's a way to get the benefits of this perk without
    wasting your perk pick on it: before you hack a computer, save. If you
    get locked out, reload. Bam, no need for this perk. And considering
    90% of the computers you encounter in this game lock a door (which you
    can pick) or disable turrets (which you can destroy) there's no great
    fear of getting locked out of a terminal in any case. Donít waste your
    Rating: *
    Concentrated Fire
    Req: Level 18, Energy Weapons 60, Guns 60
    Ranks: 1
    With Concentrated Fire, your accuracy to hit any body part in V.A.T.S.
    increases slightly with each subsequent hit on that body part.
    If you've been paying attention, you'll know that most of the time
    taking more shots in V.A.T.S. at one time is a bad thing. You know, the
    sitting duck thing? This isn't an issue if you're up on a ledge sniping,
    but then again, you don't really need that much accuracy in that case.
    Point is, you won't be taking as many consecutive shots in V.A.T.S. in
    this game, meaning you don't need this perk, even if you use a fast
    weapon. Also, the accuracy percentage in V.A.T.S. is a filthy stinking
    liar in this game. I've become accustomed to sniping enemies from long
    distances and popping their heads with a 20%~ or lower accuracy. It
    works so often, I EXPECT it to hit, almost regardless of the percentage
    I see.
    Rating: **
    Req: Level 18, Perception 7, Lockpick 70
    Ranks: 1
    With Infiltrator, if a lock is broken, and can't normally be picked
    again, you can attempt to pick it again one more time. This includes
    locks previously broken by a "Force Lock" attempt.
    This perk sucks for the same reason Computer Whiz sucks. Why anybody
    would be forcing locks in the first place is a mystery, and if you
    are going to bother forcing locks, why wouldn't you save first? Save
    and reload, and save a perk.
    Rating: *
    Paralyzing Palm
    Req: Level 18, Unarmed 70
    Ranks: 1
    With Paralyzing Palm, you will sometimes perform a S.P.E.C.I.A.L.
    V.A.T.S. palm strike for 30 seconds. Note that in order to perform the
    Paralyzing Palm, you must be completely unarmed.
    Paralyzing Palm was the great unequalizer in Fallout 3.. but that was
    back when V.A.T.S. kept you safe from reprisal. In Fallout: New Vegas,
    running into a pack of Deathclaws and hoping for a Paralyzing Palm to
    even the odds is tantamount to committing suicide. Also, in New Vegas,
    enemies just don't have as much health.. most critters you'll fight
    won't take that much abuse, unlike the absurdly strong Super Mutant
    Overlords from the last game. In the end.. I just don't think it's
    necessary, even if you are going for a melee-strong build.
    Rating: **
    Walker Instinct
    Req: Level 18, Survival 50
    Ranks: 1
    Your sense have become so keen that you can feel the slightest
    vibration in the ground. You gain +1 Perception and Agility attributes
    while outside.
    ..Or you can pick Intensive Training and have one of those attributes
    all the time. Perception and Agility aren't hugely important SPECIAL
    Attributes, and my build started out with as much as I'll ever need.
    I'm not enticed by a few bonus points half the time.
    Rating: *
    Level 20 Perks 							{PRK011}
    Req: Level 20, Endurance 6
    Ranks: 1
    With the Atomic! perk, you are 25% faster and strong whenever you are
    basking in the warm glow of radiation. Outside irradiated areas, your
    Action Points (AP) regenerate faster and faster the higher your level
    of radiation sickness becomes.
    I generally try to avoid getting irradiated, personally, so these
    perks have very low appeal for me. Nerves of Steel regenerates your
    Action Points faster all the time, and as for the hot-zone bonuses..
    well, radiation isn't as common as you might think. Most fights will
    take place outside of irradiated areas, so why bother?
    Rating: *
    Req: Level 20
    Ranks: 1
    When you choose the Explorer perk, every location in the world is
    revealed on your map. So get out there and explore!
    You can find all the areas on the map by yourself. You even get little
    icons that will guide you to them when you're close. Along the way,
    you'll get to explore the wasteland, which is the meat of the game.
    You'll find skill books, get experience, and find loot. Also, it must
    be noted that this perk doesn't make your character stronger in any way.
    Download a world map and search for places yourself, save yourself a
    Rating: *
    Eye For Eye
    Req: Level 20
    Ranks: 1
    For each crippled limb you have, you do an additional 10% damage.
    A flat 10% damage bonus is pretty nice, and with Small Frame, I'm
    somewhat prone to having crippled limbs. Still, it's something I
    generally try to avoid, and the slow movement from having crippled legs,
    the loss of accuracy from crippled arms, and the loss of vision from
    having a crippled head offset the damage bonus, as far as I'm
    concerned. Plus, some of the better 'perks' in 'Old World Blues' make
    your head and torso immune to crippling, reducing the potential of this
    perk by a great bit.
    Rating: *
    Grim Reaper's Sprint
    Req: Level 20
    Ranks: 1
    If you kill a target in V.A.T.S., 20 Action Points are restored upon
    exiting V.A.T.S.
    V.A.T.S. has been reduced in this game, and so has Grim Reaper's Sprint.
    Still, it's not abysmal. In the grand scheme of things it's better to
    take fewer, safer, smarter shots in V.A.T.S. With this perk you can
    finish off an enemy in V.A.T.S. and recharge your AP a bit. You'll do
    most of your fighting outside of V.A.T.S., certainly, but popping an
    enemy in the head with a Brush Gun at the right time can be a very
    effective way to exterminate threats and thin the crowd.. and with
    Grim Reaper's Sprint you can manage to do this somewhat often.
    Rating: ***
    Mile in Their Shoes
    Req: Level 20, Survival 25
    Ranks: 1
    You have come to understand Nightstalkers. Consuming Nighstalker
    Squeezin's now grants bonuses to Perception (+1 PER), Poison Resistance
    (+5) and stealth (+5 Sneak) in addition to the normal benefits.
    Night Stalkers are uncommon outside of the the 'Old World Blues' DLC,
    so having a constant supply of.. heh.. Squeezin's.. is probably not
    going to be likely. Also, Perception isn't great, Poison Resistance is
    useless (due to the Cardiac Arrest/Heartless "perks"), and you should be
    able to max your Sneak skill, making the ..heh.. Squeezin's.. redundant
    in any case.
    Rating: *
    Req: Level 20, Sneak 80, Melee Weapons 80
    Ranks: 1
    The Ninja perk grants you the power of the fabled shadow warriors. When
    attacking with either Melee or Unarmed, you gain a +15% critical chance
    on every strike. Sneak attack criticals do 25% more damage than normal.
    This perk seems like it's golden if you look at what it promises..
    However, it only really shines if you're a melee character, whether
    Unarmed or Melee Weapons, as the sneak attack critical damage only works
    for melee attacks. In Fallout 3, this was great (even if the critical
    hit rate is buggy) but in New Vegas.. it's very hard to sneak up on
    something to be able to attack it in melee. As for the bug mentioned
    earlier-according to contributors (and confirmed by the wiki), the
    +15% critical chance isn't added to your base critical hit chance, 
    instead what you get is a 1.15 multiplier to your current critical hit
    chance. So, with a critical hit chance of 20% (say 10 Luck, Finesse,
    and Light Touch, not counting any V.A.T.S. or weapons bonuses) you'd
    end up with a 23% critical chance with this perk-not nearly as good as
    the promised +15%. While it aspires to be an epic perk, it just falls
    laughably short.
    Rating: **
    Solar Powered
    Req: Level 20, Endurance 7
    Ranks: 1
    With the Solar Powered perk, you gain an additional 2 points to
    Strength when in direct sunlight, and slowly regenerate lost Health.
    As tempting as two points of Strength are, I'd rather have two points
    all the time from Weapon Handling, and just buy the regeneration
    Rating: *
    Them's Good Eatin'
    Req: Level 20, Survival 55
    Ranks: 1
    Any living creature you kill has a 50% chance to have the potent healing
    items Thin Red Paste or Blood Sausage when looted.
    Alright, first off, if you're not playing in Hardcore mode, ignore this
    perk. You have Stimpaks, you don't need it. Now that we've got that out
    of the way.. this perk is actually fairly interesting for Hardcore
    gamers. The drop rates are fairly generous-it says 50%, but there's a
    chance that enemies will drop two or three of one of the items, and the
    healing from both items is pretty damn significant-for Blood Sausage
    it's HP +15(20s) and for Thin Red Paste it's HP +7(30s). Compare that
    to a Stimpak's HP +15(6s) and.. well.. it's pretty good healing, even
    if you have to wait a bit to get the full effects (which we're used to
    doing in Hardcore mode anyways). The end result? If you're not
    completely incompetent at combat and fighting living creatures, there's
    a good chance you'll get full-healing after each fight. These items can
    also be used as crafting components to make even more powerful healing
    items, but other components aren't as easy to get, so I'm just fine
    using them as I find them. They also sell for a good bit-125 Caps for
    the Thin Red Paste and 175 Caps for the Blood Sausage, although money is
    never a good reason to select a perk. Overall? It's an interesting and
    often useful healing perk for Hardcore players, although with a high
    Medicine score you'll do just fine with Stimpaks-especially by level 20,
    when you can finally get this perk.
    Rating: ***
    Level 22-28 Perks 						{PRK012}
    Irradiated Beauty
    Req: Level 22, Endurance 8,
    Ranks: 1
    Any time you sleep, you remove all of your Rads in addition to regaining
    all of your Health. (In Hardcore Mode, you still don't regain health,
    but you lose 100 Rads.)
    This seems fairly intriguing for Hardcore Mode.. until you remember that
    you have RadAway. And Doctors. And the Auto-Doc in the Sink. The only
    time this is ever really an issue is in the Dead Money expansion, and
    the radiation there is entirely managable without spending a perk.
    Rating: *
    Laser Commander
    Req: Level 22, Energy Weapons 90
    From the humble Laser Pistol to the might Gatling Laser, you do 15% more
    damage and have +10% chance to critically hit with any laser weapon.
    If you decided to use Energy Weapons, you might want this perk. Lasers
    are generally weaker than plasma weapons, but the bonuses from this perk
    do a good bit to close the gap. Turn your Tri-Beam Laser Rifle into a
    destructive force! Okay, seriously, no laser weapon will become so
    strong from this perk that it will easily overcome the Damage Thresholds
    of stronger enemies, but the bonuses are nice, nonetheless. Especially
    with Gatling Lasers, which do little damage per hit, but fire fast..
    the more chances you have of each little laser dealing critical damage,
    the better off you're going to be. Still, seriously think about the
    damage that most laser weapons are doing before getting this perk. At
    15%, you're looking at an increase of a couple of points, at best. Pick
    it for the crits, not for the damage boost.
    Rating: ***
    Nuka Chemist
    Req: Level 22, Science 90
    Ranks: 1
    You have unraveled some of the greatest mysteries of Pre-War masters:
    formulas for developing special Nuka-Colas! This perk unlocks special
    Nuka-Cola recipes at the Workbench.
    I've not been impressed by workbench-related perks yet, so why would I
    be impressed by this? Simply put, I wouldn't. You can make Nuka-Cola
    Quartz, Nuka-Cola Victory, and Ice-Cold Nuka-Cola.. all of which are
    novelties, but not great items in their own right. There simply aren't
    enough perks for this kind of profligacy.
    Rating: *
    Spray and Pray
    Req: Level 22
    Ranks: 1
    Your attacks do much less damage to companions, allowing you to
    liberally spray an area with reckless abandon.
    I've frankly never had a problem with killing my own companions. Maybe
    I'm just more careful? Or maybe I use long-ranged weapons that call for
    precision, and not reckless abandon? If you're in Hardcore mode, there
    is more call for this perk.. If you use temperamental weapons, anyways.
    Rating: *
    Voracious Reader
    Req: Level 22, Intelligence 7
    Ranks: 1
    You don't just read books, you tear into them. Damaged books you pick up
    become blank magazines, which you can use to copy your existing skill
    books at a workbence (or convert blank magazines back to books).
    Alright, you pick up useless books, and they become Blank Magazines.
    Sure. Then you take whatever skill magazines you have to a Workbench and
    with these Blank Magazines (and some Wonderglue!) turn them into new
    skill magazines. The only problem? I plan to max all my skills out at
    100, hence, I won't need any more magazines ever. And by the time I'm
    level 22, I already 1) have plenty of skill magazines ready for when
    I need them and 2) have most of the more important skills up to decent
    levels already. Nobody needs this perk, and only because Nobody is
    notoriously stupid.
    Rating: *
    Req: Level 24, Unarmed 90, Agility 7
    Ranks: 1
    The slayer walks the earth! The speed of all Melee Weapons and Unarmed
    attacks is increased by 30%.
    Ah.. Good old Slayer, returned to us in a different form in New Vegas.
    If you use Melee Weapons or Unarmed, you must pick this perk. It
    increases your damage output by 30%. What more is there to say? If you
    don't use Melee Weapons or Unarmed attacks, ignore this perk.
    Rating: ****
    Lessons Learned
    Req: Level 26, Intelligence 6
    Ranks: 1
    The wasteland has taught you some hard lessons, but you've remembered
    them all. You gain +1% to earned experience per level gained. (For
    example, +25% experience at level 25.)
    Yeah, I love how they give an example of the perk in action at a level
    where you can't possibly have this perk. Let that set the stage for the
    butt-nuttery of this perk. It's like Swift Learner, except you have to
    wait until there is much more perk competition to pick it, and you're
    already halfway done leveling. What's more fun is the absolute stupidity
    of the fact that the stronger this perk gets, the less you need it.
    I wipe my ass with this perk.
    Rating: *
    Nerves of Steel
    Req: Level 26, Agility 7
    Ranks: 1
    With the Nerves of Steel perk, you regenerate Action Points much more
    quickly than you normally would.
    As I've already stated, the best defense in New Vegas is a good offense.
    Or failing that, high ground the enemy can't reach and a superior ranged
    weapon. When using V.A.T.S. it's often better to take fewer shots as the
    situation presents itself. To this end, regenerating more Action Point
    is better than having more to spend at once, which makes Nerves of
    Steel a better perk choice than, say, Action Boy.
    Rating: ***
    Tunnel Runner
    Req: Level 26, Agility 8
    Ranks: 1
    The warrens of The Divide have taught you to keep your head down. Your
    movement speed is greatly increased while sneaking in light armor.
    If you have the Stealth Armor MK II from the 'Old World Blues'
    expansion, don't you already move pretty fast while sneaking? Also,
    doesn't the Travel Light perk allow you to move faster in light armor
    all of the time? Am I missing something here? Oh no, wait, there it is-
    it sucks.
    Rating: *
    Rad Absorption
    Req: Level 28, Endurance 7
    Ranks: 1
    With the Rad Absorption perk, your radiation level slowly decreases on
    its own over time.
    You always have RadAway and Rad-X to deal with high radiation, and when
    minor exposure finally starts to wear on you, you can always take a trip
    to see a doctor. 100 Caps is much easier than wasting a perk.
    Rating: *
    Roughin' It
    Req: Level 28, Survival 100
    Ranks: 1
    You're more at home under the open stars than under a roof. Any time you
    sleep outside, you gain the benefits of being Well Rested, even if you
    don't own the bed.
    I would hit this perk with a righteous torrent of vicious name-calling
    that so many perks deserve, but there actually is a use for this perk..
    albeit in Hardcore Mode, and it's more of a matter of convenience than
    anything else. There are two types of beds in the game-beds you 'own'
    that give the Well-Rested bonus (hotel rooms, safehouse beds, the bed
    in the Sink, etc.) These heal you fully-no bullshit. Limb condition and
    everything. The fact that they give the Well-Rested bonus is
    inconsequential. The other types of beds are unowned beds, which pretty
    much covers the majority of sleeping opportunities. These beds are no
    better for you that simply waiting-you'll only heal if you have the
    Monocyte Breeder Implant, and a small amount at that, and you will
    recover no limb condition what-so-ever. For Hardcore Mode gamers, this
    perk changes EVERY bed out in the wastelands into an 'owned' bed. Every
    time you find a place to sleep, you can instantly recover all your lost
    Health and limb condition for a mere hour of time. Still, it's not too
    much work to find a doctor to patch you up in most cases, and failing
    that, bring Doctor's Bags and/or Healing Poultices. Also, there is
    obviously no combat value to this perk whatsoever. For normal mode
    characters, this perk is absolutely useless. For not being entirely
    worthless.. I'll put this perk in the two-star category.
    Rating: **
    Level 30+ Perks							{PRK013}
    Implant GRX
    Req: Level 30, Endurance 8
    Ranks: 2
    You gain a non-addictive subdermal Turbo (chem) injector. This perk may
    be taken twice, with the second rank increasing the effect from 2 to 3
    seconds and the uses per day from 5 to 10. [Activated in the Pip-Boy
    Implant GRX is NOT a bad perk, it just has bad interface. Turbo is a
    pretty handy chem, and although you could simply carry some around, it's
    much more convenient to have this perk. If you get this perk, however,
    you should plan to exploit it fully-get both ranks, and get the
    'Chemist' perk. The duration of 2-3 seconds means 2-3 seconds of real
    time, which will be slowed down. Your actual effects will be greater.
    It can make some tough fights easier, but it's not entirely without
    fault. First, it takes three perks to get the best out of it. Second,
    I prefer sniping as my primary means of expressing death-don't really
    need to slow down time to pull off a quick V.A.T.S. assisted head-shot.
    Third, and most damningly as far as I'm concered, you can only activate
    this implant via your Pip-Boy. You can't hotkey the effect, which makes
    using this perk as a combat aid very tedious. For me, the game already
    crashes enough that I don't need to tempt it further by bringing up the
    Pip-Boy screen every fight.
    Rating: ***
    Broad Daylight
    Req: Level 36
    Ranks: 1
    You're so sneaky that you can sneak even with your Pip-Boy light on!
    Any time the Pip-Boy light is on, you gain a sneak bonus to offset the
    light's sneak penalty.
    So.. you can see in the immediate area around you and keep your stealth
    the same as if you were in darkness? As one awesome guy to another
    somewhat less awesome guy or gal, let me inform you that you can find a
    helmet that give you night vision in the 'Old World Blues' expansion.
    Also let me inform you that it doesn't matter-this perk would still be
    full of folly. You'll be fine, sneak in the darkness.
    Rating: *
    Certified Tech
    Req: Level 40
    Ranks: 1
    Your knowledge of robotic components allows you to break them more
    easily and salvage their mechanical corpses. You have a +25% chance to
    score critical hits against robots, and you'll also find more useful
    components on robots you destroy.
    More components are good, but it's no reason to get a perk. On the other
    hand, the +25% chance to score critical hits is pretty nice.. but I'd
    rather have the brute +25% damage from Robotics Expert. Also, outside of
    'Old World Blues' robotic foes are uncommon.
    Rating: **
    Ain't Like That Now
    Req: Level 50
    Ranks: 1
    Maybe you were bad once, but you ain't like that now. Your Karma has
    been reset to 0, you regenerate AP 25% faster, and your attack speed is
    increased by 20%. You are also immune to critical hits. (Requries Bad
    What can you say about this perk? It's like Nerves of Steel with some
    Slayer added in, and immunity to critical hits for good measure. I'll
    admit, I'm rather offensive-minded in this game, and this satisfies
    both my melee needs (attack speed) and sniping needs (faster Action
    Point regeneration = more shots in V.A.T.S.) I purposefully stole
    until I tanked my Karma to get this perk.
    Rating: *****
    Just Lucky I'm Alive
    Req: Level 50
    Ranks: 1
    You've had lots of close calls. Whenever you finish a fight with less
    than 25% Health, your Luck increases by +4 for 3 minutes. You are also
    immune to critical hits, and your own critical hits inflict +50%
    Although this is probably the least impressive of the three level 50
    perks, the fact that it gives you +50% critical damage (equal to
    Better Criticals) is win enough. The Luck bonus sucks-first, my Luck is
    high already, and I generally try to AVOID getting that injured. Being
    immune to critical hits is just a staple of level 50 perks. Even though
    Better Criticals got itself a five-star rating, it wasn't competing with
    two other perks that had merit over it. Also.. there's only so much
    critical damage you need. Very few things survive the critical touch of
    Gobi. That's why it's the Finger of God.. and by God I mean Zeus,
    because he's cooler.
    Rating: ****
    Thought You Died
    Req: level 50
    Ranks: 1
    Your storied past has fallen from memory 'cause everybody thought you
    died. Your Karma is reset, you inflict +10% damage, and for every 100
    points of Karma, you gain 10 Health. You are also immune to critical
    First, a brute +10% damage bonus is pretty awesome. Second, be sure to
    boost your Karma to the max before getting this perk-the 10 Health per
    100 points of Karma is apparently a permanent boost you get when you
    pick this perk-view it as trading Karma for Health. Since you can get a
    maximum of 1000 Karma, that's 100 points of Health, which is no lean
    bit of Health. The critical hit immunity is obligatory for these perks.
    This is a balanced offense/defense perk, and really, it's twice as good
    as Bloody Mess, and three times better than Life Giver.. with immunity
    to critical hits thrown in. I prefer the all-out, all the time offense
    of 'Ain't Like That Now', but I can't ignore goodness when I see it.
    Rating: *****
    Additional Perks						{PRK014}
    Additional perks are quest-based or challenge-base perks that you get
    for completing specific quests and challenges. Some quest-based perks
    may be missable, and obviously if you don't buy a certain Implant, you
    won't get the related perk. Challenge-based perks unlock automatically
    when you meet the conditions.. usually killing so many of a certain
    type of enemy, or inflicting a certain amount of damage with a certain
    Since there are all 'free' perks that can be earned, I won't bother
    rating them-there's no real selection pressure for most of these, hence,
    there's no such thing as a 'bad' additional perk. There are, however,
    some that are quite fantastic, which can affect real perks, and even our
    build as a whole. For example, Reinforced Spine gives you a +2 bonus
    to Strength, meaning you'll never need more than a base of eight
    Strength (or seven, if you get the implant). Also, Heartless makes you
    immune to poison-which significantly reduces the threat you'll face from
    Cazadors and Nightstalkers. It's almost unfair to get such great "perks"
    for free.. but you don't hear me not complaining.
    Kill 50/100/150 Abominations (Deathclaws, Centaurs, etc.) and you'll
    get this perk, which increases your damage against this class of enemy.
    There are multiple ranks of this perk.
    Agility Implant
    Buy the Agility Implant from the New Vegas Medical Clinic to get a +1
    bonus to your Agility (4,000 Caps).
    Animal Control
    Kill 50/100/150 Animals (Bighorners, Coyotes, Geckos, etc.) and you'll
    get this perk, which increases your damage against this class of enemy.
    There are multiple ranks of this perk.
    Beautiful Beatdown
    Inflict 10,000 damage with Unarmed weapons to obtain this perk, which
    reduces the AP Cost of Unarmed attacks in V.A.T.S.
    Better Healing
    While Arcade is a companion, the player gains more health from all
    Big Brained [Old World Blues]
    Complete the quest 'Old World Blues' and reunite with your brain to get
    this "perk". Your head cannot be crippled anymore, you are 10% more
    resistant to chem addiction, and your have an improved Damage Threshold
    of +10% (minimum of +1). This "perk" replaces Brainless.
    Brainless [Old World Blues]
    Start the 'Old World Blues' expansion to get this 'perk'. While you have
    it, it'll prevent your head from getting crippled, give you +25%
    resistance to chem addiction and a +5% bonus to Damage Threshold
    (minimum of 1).
    Bug Stomper
    Kill 50/100/150 Animals (Giant Ants, Radscorpians, etc.) and you'll get
    this perk, which increases your damage against this class of enemy.
    There are multiple ranks of this perk.
    Camarader-E [Lonesome Road]
    As you find 'Eyebot Upgrade Circuit Boards' in the Divide, ED-E's
    capabilities will upgrade, giving you higher ranks in this perk. The
    bonuses provided by each rank are as follows:
    Rank 1-Weapon Condition Bonus (daily 25% weapon condition repair
    Rank 2-Energy Cell Manufacture (daily Energy or Microfusion Cell
           creation dialogue option)
    Rank 3-Increased DT (+2 DT)
    Rank 4-Damage Bonus (+5 beam weapon damage)
    Rank 5-V.A.T.S. Attack Bonus (+5% V.A.T.S. targeting)
    The locations of these upgrades are as follows:
    [ ]	Hopetown - Hopeville Missile Silo
    	From the entrance, head east into a large room. Go into the
    	hallway to the north (through a door with a 'REACTOR' sign
    	near it) and on the ground near the 'Hydraulics Access Level
    	Three' terminal you'll find a 'Destroyed Eyebot', upon which
    	you'll find an 'Eyebot Upgrade Circult Board'.
    [ ]	Hopetown - Hopeville Missile Base HQ
    	From the entrance, head north into a hallway, then enter the
    	first northern room to the east. There's a 'Destroyed Eyebot'
    	under a desk in the north-eastern corner of the room.
    [ ]	The High Road - Ashton Missile Silo
    	At the 'Ashton Silo Control Station' area, take the lift down to
    	the Ashton Control Silo. Go through a door to the south-east
    	and into the launch-deck level one room-the huge hole in the
    	center of the room should be a dead-giveaway. Head across the
    	catwalks to the south-eastern side of the room and hack a
    	terminal [Hard] to open the nearby door. In the room beyond, on
    	the floor, you'll find another 'Destroyed Eyebot'. Loot it for
    	another 'Eyebot Upgrade Circuit Board'.
    [ ]	The Divide
    	From the Cave of the Abaddon, turn south and explore in that
    	direction. Between two ruined buildings to the east you'll see
    	a warhead that can be detonated. Blow it up and explore the
    	rubble where it was to find a 'Destroyed Eyebot', which contains
    	another 'Eyebot Upgrade Circuit Board'.
    [ ]	The Divide - Municiple Sewers
    	Reach the Municiple Sewers by head north-west across some
    	scaffolding connecting the 'Third Street Municiple Building'
    	to a sewer pipe. You'll find a 'Destroyed Eyebot' at the mouth
    	of a tunnel heading east. Search it for an 'Eyebot Upgrade
    	Circuit Board.'
    Camel of the Mohave
    Drink 100 bottles of Purified Water to get this perk, which slightly
    increases the H20 restoration provided.
    Cardiac Arrest [Old World Blues]
    During (or after) the quest 'Old World Blues', once you've reunited with
    your brain you'll be able to use the Auto-Doc in the Sink to recover
    your heart, which grants this "perk". While you have this "perk" you'll
    you'll recieve a 50% resistance to poison and robots suffer a -25%
    critical hit chance against you. Healing chems are also more effective.
    This "perk" replaces the Spineless "perk".
    Charisma Implant
    Buy the Charisma Implant from the New Vegas Medical Clinic to get a +1
    bonus to your Charisma (4,000 Caps).
    Coin Operator [Dead Money]
    Talk to Christine and ask 'Do you know what those machines around the
    Villa are?', then say 'Here's a Sierra Madre Chip. I'll need that back.'
    Succeed at a [Perception 6] check and an [Intelligence 6] check and
    you'll get this perk.
    Day Tripper
    Use addictive chems (Jet, Psycho, etc) 25 times to get this perk, which
    slightly extends the duration of such chems.
    Dead Man's Burden [Lonesome Road]
    Launch nukes at both the NCR and the Legion during the quest 'The
    Apocalypse' to get this perk, which gives you one bonus SPECIAL point
    to spend. It also lowers your reputation with the NCR and Caesar's
    Legion, but boosts your reputation with the Boomers and the Powder
    Gangers. You'll gain access to both the Long 15 and Dry Wells.
    Divide Survivor [Lonesome Road]
    Stop the missile launch during the quest 'The End'. This will get you
    fame with the Brotherhood of Steel and the Followers of the Apocalypse,
    as well as the obligatory SPECIAL point to spend.
    DNAgent [Old World Blues]
    Complete the quest 'X-8 Data Retrieval Test' to get this perk, which
    will give you a +10% damage bonus versus Nightstalkers.
    DNAvenger [Old World Blues]
    Kill two/five/ten Cazadors (cumulatively) to recieve a +10%/+20%/+30%
    bonus to damage against them.
    Elijah's Last Words [Dead Money]
    After completing the Dead Money expansion, return to the furnished
    room to the south in the Abandoned BoS Bunker and activate the terminal
    on the desk. Select the 'Download Holomessage' option and go pay
    Veronica a visit (she is, by default at the 188 Trading Post). Talk to
    her about Father Elijah until you get the option to say "I found
    Elijah'. Say it and go through the dialogue until you get a few
    options. Say 'You should watch it' and she'll get this perk, which
    improves her attack speed by 150% and gives her a 25% chance to knock
    down foes.
    Elijah's Ramblings [Dead Money]
    After completing the Dead Money expansion, return to the furnished
    room to the south in the Abandoned BoS Bunker and activate the terminal
    on the desk. Select the 'Download Holomessage' option and go pay
    Veronica a visit (she is, by default at the 188 Trading Post). Talk to
    her about Father Elijah until you get the option to say "I found
    Elijah'. Say it and go through the dialogue until you get a few
    options. Say 'Can you unlock it for me first? He was... vague on that
    point.' then say 'Yes. It was entrusted to me, not you.' to get this
    perk, which increases the critical hit damage you do with melee weapons
    by 150%. Score.
    Endurance Implant
    Buy the Endurance Implant from the New Vegas Medical Clinic to get a +1
    bonus to your Endurance (4,000 Caps).
    Enhanced Sensors
    While ED-E is a companion, the player can detect enemies at an increased
    range. Additionally, enemies will appear on the player's compass and can
    be targeted in V.A.T.S. even when cloaked.
    Fast Times
    uSe Turbo twenty times to get this perk, which will give any further
    uses of Turbo a duration boost.
    Free Radical
    Use twenty doses of Rad Away and you'll get this perk, which triples
    your Rad Away effectiveness. No, seriously, I went from Rads -15(10s)
    to Rads -45(10s).
    Ghost Hunter [Dead Money]
    Talk to Dog after he's eaten a fallen ghost person and select the
    dialogue option "I watched you devour one of the ghost people", which
    will eventually lead to you getting this perk... which only helps keep
    ghost people down.
    Heartless [Old World Blues]
    Start the 'Old world Blues' expansion to get this 'perk', which will
    make you immune to poison, improve all chems, and reduce chance that a
    robot will land a critical hit by 50%. 
    Implant C-13 [Old World Blues]
    Find the C-13 Implant for the Auto-Doc as part of the quest 'Influencing
    People'. This implant scores you a +10% damage bonus versus Cazadores.
    Implant M-5 [Old World Blues]
    Find the M-5 Implant for the Auto-Doc as part of the quest 'Influencing
    People'. This implant will increase your sneaking (crouching) speed by
    20%. (10,000 Caps).
    Implant Y-3 [Old World Blues]
    Find the Y-3 Implant for the Auto-Doc as part of the quest 'Influencing
    People'. This perk removes all radiation from liquid consumed. In other
    words, you can drink Dirty Water, Nuka Cola, Sunset Sarsaparilla, etc.,
    without getting any Rads. This does not protect you from Rads gained
    from water sources external to your inventory (dirty water fountains,
    puddles, etc.) (12,000 Caps).
    Implant Y-7 [Old World Blues]
    Find the Y-7 Implant for the Auto-Doc as part of the quest 'Influencing
    People'. This perk supposedly increases the Health gained from foods,
    although if it actually does, it's not reflected in the item's
    description, or in the perk description. Testing with a Bighorner Steak
    healed me from 221 HP to 296 HP-75 points-whereas a normal Bighorner
    Steak has a healing rate of HP +5(10s), or 50 Hit Points, so this perk
    apparently increases the healing value of food by 50%. It also restores
    Action Points when you eat food. (20,000 Caps).
    In My Footsteps [Dead Money]
    When God is a companion, he grants you increased Stealth as well as the
    ability to step lightly around placed traps.
    Intelligence Implant
    Buy the Intelligence Implant from the New Vegas Medical Clinic to get a
    +1 bonus to your Intelligence (4,000 Caps).
    Khan Trick
    Complete the quest 'Aba Daba Honeymoon' and you'll be taught this trick
    by Diane.
    Legion Assault
    Talk to Lucius at Caesar's fort and-if you have a good enough
    reputation with Caesar's Legion and an Unarmed skill of 50 or higher,
    he'll teach you this maneuver.
    Lonesome Road [Lonesome Road]
    In the Maintenance and Storage Area, right before entering Ulysses'
    Temple, you'll get a chance to free Ed-E. If you do NOT free him, you'll
    get this perk, which gives you a +10% damage and +10% VATS accuracy
    bonus while you're traveling solo.
    Lord Death
    Kill anything. Alot of anything. You'll get a damage bonus against
    everything. There are multiple ranks of this perk.
    Luck Implant
    Buy the Luck Implant from the New Vegas Medical Clinic to get a +1 bonus
    to your Luck (4,000 Caps).
    Machine Head
    Kill 50/100/150 robots and you'll get this perk, which gives you a
    damage bonus against robots. There are multiple ranks of this perk.
    Marked [Lonesome Road]
    Kill enough Marked Men in The Divide and you'll get this perk, which
    gives +10% Damage Resistance and +10% Damage versus Marked Men.
    Melee Hacker
    Inflict 10,000 damage with melee weapons and you'll get this perk, which
    increases your attack speed with melee weapons. There are multiple ranks
    of this perk.
    Monocyte Breeder
    Buy the Health Regeneration Implant from the New Vegas Medical Clinic to
    get this perk (12,000 Caps).
    Mutant Massacrer
    Kill 50/100/150 Super Mutants and you'll get this perk, which increases
    your damage against them. There are multiple ranks of this perk.
    Perception Implant
    Buy the Perception Implant from the New Vegas Medical Clinic to get a +1
    bonus to your Perception (4,000 Caps).
    Power Armor Training
    Complete the quest 'Eyesight to the Blind' and you'll get this perk,
    which allows you to wear all forms of Power Armor.
    Quiet as the Waters [Honest Hearts]
    While Walking Cloud is in your party, it is much easier to sneak by the
    White Legs (their PER is decreased).
    Ranger Takedown
    In Novac you can find Ranger Andy, a retired NCR Ranger who is a down
    on himself. Succeed at a Speech challenge and convince him he doesnít
    suck and he'll teach you this perk.
    Ravenous Hunger [Dead Money]
    When Dog is a companion, he'll make sure fallen ghost people stay
    down... in gruesome fashion.
    Regular Maintenance
    While Raul is a companion, the Condition of weapons and armor decays
    more slowly.
    Reinforced Spine [Old World Blues]
    During (or after) the quest 'Old World Blues', once you've reunited with
    your brain you'll be able to use the Auto-Doc in the Sink to reattached
    your spine, which grants this "perk". While you have this "perk" you'll
    get a +2 bonus to Strength and a +2 bonus to Damage Threshold. This
    "perk" replaces the Spineless "perk".
    Scribe Assistant
    While Veronica is a companion, the player can craft Workbench items
    through Veronica's dialogue.
    Scribe Counter
    Give Veronica some Formal Wear or White Glove Society attire and she'll
    offer to teach you this perk.
    Scourge of the East [Lonesome ROad]
    Launch nukes at the Legion during the quest 'The Apocalypse' to get
    this perk, which gives you NCR fame, Legion infamy, one SPECIAL point
    to spend, and opens the path to Dry Wells.
    Search and Mark
    When Rex is a companion, various types of loot (including ammo, chems,
    weapons, aid, and some containers) will be highlighted when you aim.
    Set Lasers for Fun
    Ack, what an awful pun... for shame, Obsidian, for shame... anyways,
    you'll get this perk for dealing 16,000 damage with pistol-grip laser
    weapons (use Pew-Pew and you'll get this in no time). This perk gives
    a small bonus to critical hit chance with all laser weapons.
    Sierra Madre Martini [Dead Money]
    Talk to Dean Domino to get this perk, which allows you to create said
    Signal Interference [Dead Money]
    When Christine is a companion, she grants you a short period of time
    near a speaker before your bomb collar starts to activate as well as
    increasing the amount of time before your bomb collar detonates by 50%.
    Spineless [Old World Blues]
    Start the 'Old World Blues' expansion to get this 'perk', which makes
    your torso immune to crippling, and gives you a one point bonus to
    Strength and Damage Threshold.
    While Boone is a companion, hostile targets are highlighted whenever the
    player is actively aiming.
    Stealth Girl
    While Lily is a companion, the duration of Stealth Boys is increased by
    200% and all Sneak Attack Critical Hits do an additional 10% damage.
    Strength Implant
    Buy the Strength Implant from the New Vegas Medical Clinic to get a +1
    bonus to your Strength (4,000 Caps).
    Sub-Dermal Armor
    Buy the Sub-Dermal Armor Implant from the New Vegas Medical Clinic to
    get a +4 bonus to your Damage Threshold (8,000 Caps).
    The Bear Slayer [Lonesome ROad]
    Launch nukes at the NCR during the quest 'The Apocalypse' to get this
    perk, which gives you NCR infamy, Legion fame, one SPECIAL point to
    spend, and opens the path to the Long 15.
    The Way of the Canaanite [Honest Hearts]
    When you have Joshua Graham as a companion, .45 Auto Pistols have less
    spread and are twice as likely to score a critical hit.
    Tough Guy
    I got this perk while messing around, trying to get achievements.
    Jumping off cliffs and using Stimpaks is fun! Anyways, you'll get this
    for injuring limbs, which is paradoxically easier to do with Small
    Frame. That's right, Small Frame, which makes it easier to injure limbs,
    make it easier to get Tough Guy, which makes it more difficult to injure
    Unclean Living [Dead Money]
    While Dean Domino is your companion, you'll take less damage from toxic
    clouds, and you'll even have a short grace period when you enter them
    before taking any damage at all.
    Way of the Canaanite [Honest Hearts]
    While Joshua Graham is a companion all .45 Auto Pistols have less spread
    and are twice as likely to inflict critical hits.
    Well-Stacked Cairns [Honest Hearts]
    While Follows-Chalk is in your party, reaching any summit in Zion Valley
    (such as ranger stations) will reveal all nearby map markers and inspire
    a heightened state of awareness (+3 PER) for three minutes.
    Whiskey Rose
    While Cass is a companion, she and the player gain Damage Threshold when
    they drink Whiskey. Additionally, the player does not suffer
    Intelligence loss from consuming alcohol and ignores the negative
    effects of alcohol addiction.
    My Personal Build, Perks					{PRK015}
    These are the perks I choose for my character.. hence the name of the
    section. Perks are now more flexible than they ever were before.. having
    ten more of them will do that. Anyways, you no longer need both
    Comprehension AND Educated. If you get Educated, get it at level four to
    maximize its usefulness. If you are playing in Hardcore mode, get
    Them's Good Eatin' at level 20 so you can start stocking up on healing
    items as soon as possible-having a stockpile of them will make your life
    easier. Otherwise.. get perks as you want them, the order is somewhat
    unimportant. Also, there is no more 'builds'. With the Ultimate edition
    we can max all skills and get.. well, all the great perks, and most of
    the useful ones. The character I play is now equally skilled at using
    melee/unarmed, energy weapons, and guns, as well as simply talking their
    way out of (or into) trouble.. and all the obligatory questing and
    exploring skills like Science and Lockpicking are easily maxed. This
    character is also designed to handle Hardcore mode, which isn't really
    that hard, and doesn't take too many build considerations so much as it
    takes a bit of smart playing.. see the Hardcore Mode Blues [HMB001] for
    more information. Still, I've left a bit of variability in the guide..
    more or less because by the time I hit level 30 I was having serious
    trouble picking perks. Really, there's only so many great perks out
    there. Below the following list you'll find some perk suggestions.. or
    rather, ideas, of how to pick the last few perks. Lastly, don't take
    the levels or order too seriously. If you want to boost your Repair
    faster to get Jury Rigging, by all means. Still, I had to put them in
    an order, even if it's not set in stone. It's more reflective of how
    you want to play the game, than anything else.
    2	Black Widow/Certified Bachelor
    4	Comprehension
    6	Toughness (1)	
    8	Super Slam
    10	Finesse
    12	Sniper
    14	Hand Loader
    16	Better Criticals
    18	Commando
    20	Them's Good Eatin'
    22	Piercing Strike
    24	Slayer
    26	Nerves of Steel
    28	Toughness (2)
    30	Jury Rigging
    32	Math Wrath
    34	Silent Running
    36	Grim Reaper's Sprint
    38	Bloody Mess
    40	Living Anatomy
    42	Stonewall
    44	***
    46	***
    48	***
    50	Ain't Like That Now/Thought You Died
    Agile Assassin: Pick 'Light Touch', 'Cowboy', and 'The Professional',
    		to make a badass critical hit junky. Using revolvers
    		(like the Ranger Sequoia) when at close-range and
    		undetected will murder anything. Not like the Gobi
    		already doesn't do this, and at a better range, but
    		a +25% damage Brush Gun is nothing to laugh at, either.
    		This is for those Pistoleros out there.
    Chrono-Crusher:	Get two ranks of the 'Implant GRX' perk and 'Chemist'.
    		This will essentially allow you to use a built-in, self-
    		replenishing stock of Turbo up to ten times per day.
    		It's pretty handy in tough fights to be able to slow
    		down time for fairly good stretches of time.. the only
    		real downside (besides the whopping three perks) is
    		that you have to go into your Pip-Boy to activate each
    		dose of the implant. Every. Time. You. Use. It. And
    		in case anybody out there is getting clever ideas in
    		their heads about amplifying this build with the trait-
    		that-shall-not-be-named.. no. Twenty levels and all
    		the Hit Points, Perks, and Skill Points that entails is
    		NOT worth it. And for those really clever folks out
    		there, you cannot use the Auto-Doc in The Sink to pick
    		the trait-that-shall-not-be-named after you hit level
    		50. Worth a try though, right?
    Duke Destructo:	Pick 'Mad Bomber' and as many ranks of 'Demolition
    		Expert' as you can.. and/or get 'Hit the Deck'. Granted,
    		this approach could take as many as five perks to do
    		correctly, depending on your love of Explosives.. and
    		your poor accuracy.
    Energy Elitist:	Take the 'Laser Commander', 'Plasma Spaz' and 
    		'Meltdown' perks. They're not great, but if you're
    		dead-set on playing with Energy Weapons all the time,
    		you might as well beef them up some.
    Shotgun Smiter: Take the 'Shotgun Surgeon' and 'And Stay Down' perks if
    		you want to destroy everything with shotguns. Pick up a
    		Riot Shotgun, and have fun.
    Ultima Utility: Pick 'Burden to Bear', 'Strong Back', and 'Pack Rat'.
    		This will allow you to carry all kinds of loot, and in
    		Hardcore Mode, 'Pack Rat' will allow you to carry twice
    		as much ammo and food.
    |								       |
    |		Getting Started in the Mohave {MOH001}		       |
    |								       |
    This little section of the FAQ is less character creation and more
    character establishment. Since obtaining the Implants from the New
    Vegas Medical Clinic greatly affects your character build, it is fairly
    essential for a guide of this sort. The early loot locations, unique
    weapons, and various exploits are thrown in-just because I like you.
    New Vegas Medical Clinic Run					{MOH002}
    My first goal is to make it all the way to the New Vegas Medical Clinic
    as quickly as possible. This is in every way reminiscent of the Rivet
    City run from Fallout 3.. except this time around we can score our bonus
    Intelligence before we hit level two. We'll do our best to do so, at
    least, and since this is a fairly important part of the guide, I'll help
    you get there as best as I can. For Hardcore players, you may as well
    postpone this journey and try to reach the New Vegas area by questing
    your way there.
    Save your game before you head off. You never know what might happen,
    so play it safe and keep a save of your character before you go
    running out into the Mohave.
    1) First step, follow the road south east out of Goodsprings until you
    find Jean Sky Diving. From here head east along I-15 until you find
    some railroad tracks. You may want to get off I-15 sooner to avoid any
    hostile Powder Gangers you see. The Bloatflies in the desert will mostly
    leave you alone unless you get too close.
    2) Get on the railroad tracks and follow it south past the Powder Ganger
    Camp South area until you reach the Emergency Service Railyard. You now
    have to follow the railroad south past Nipton until it connects with a
    road running east-west. Don't follow along the road, as there are Viper
    Gangers set up in ambush, instead head through the hills to the north of
    the road. This will let you bypass the enemies. Once you reach the road
    continue east until you find a road sign that directs you to turn north
    to find Novac. You now want to continue north up these roads for the
    foreseeable future.
    3) You SHOULD find a merchant caravan heading north here. They'll be
    attacked by Caesar's Legion Recruits. Stay nearby but don't get
    involved in the fight. Once the fight is over, loot the bodies. It
    doesn't matter who wins, and none of this gear is going to be all
    that useful, but it will sell for enough to earn you a handful of
    Caps with which you can gamble yourself a small fortune later. If
    you want to play it safe, you can follow the caravan up to Novac,
    letting them handle whatever baddies you may find. You will pass near
    Ranger Station Charlie on your way north, which can (like all locations)
    be avoided if you wish to forgo gaining experience.
    4) Either way, follow the road with the railroad tracks running next
    to it to find Novac. North of here you can find the Gibson Scrap Yard
    and the HELIOS One power plant. Cross the desert to the east of the
    HELIOS One plant and avoid any Fire Ants you find until you find another
    road running north-south.
    5) You'll find yourself on I-95, near the El Dorado Gas & Service
    station. The road will will run north and connect to I-93 at a site
    wisely called the 188 Trading Post. Our journey is, surprisingly, mostly
    over. Continue past the 188 Trading Post and follow I-95 west, then
    north into the outskirts of New Vegas. When you're getting close you'll
    pass under a few underpasses and start seeing billboard signs promoting
    the casinos on the strip.
    6) Once you start find numerous standing buildings.. well, you've
    found the outskirts of New Vegas. Visual confirmation can be obtained
    by checking to the west to locate the lights of New Vegas in the
    not-so-distant distance. The New Vegas Medical Clinic is between the
    Crimson Caravan Company to the west, and the Mole Rat Ranch to the
    east. I managed to reach this area with a total of 60 experience.
    Now that you're here you just need.. oh.. 4,000 Caps to get yourself
    a shiny new Implant. There are two feasible ways of doing this.
    Scavenging.. I mean, 'prospecting' and selling any and all loot you
    find. This route seems the most sensible, but since you will most
    likely have to discover new areas and/or kill things, it might be
    somewhat counter-productive. The second way is to head west to
    Freeside's East Gate. Enter Freeside and find the Atomic Wrangler.
    If you are attacked by thugs, just run back to the entrance of
    Freeside and let the Bodyguards for Hire kill them. At the Atomic
    Wrangler, save your game and play some slots, blackjack, or roulette
    to get money.. what else? If you win, save, if you lose, reload. Is
    there a better way to make money in a game called Fallout: New Vegas?
    I didn't think so. Sure, there's a wait period for reloads..
    anti-cheating measure indeed.. but it's a painless way to make money
    without leveling up.. so long as you don't accidently complete too
    many challenges, anyways. Within 20 minutes I was 4,200 Caps richer,
    and off to get my Intelligence Implant.
    You can also visit Durable Dunn's Sacked Caravan and loot the dead
    Van Graff guys there for some Combat Armor, which sells very well if
    you're tight on experience. Durable Dunn's is south west of New Vegas,
    and can easily be found during your trip there.
    			***ALTERNATE ROUTES***			{MOH003}
    Status: Tested/Dubious Results
    My suggestion for how to reach New Vegas is certainly not the quickest
    route, but it might just be the safest. I have received several other
    route suggestions, which I have tried to duplicate myself with varying
    degrees of success. First there's the option to head north of
    Goodsprings and run past the Radscorpians and Cazadors.. letís just say
    that didn't end well. Between not being able to outpace Cazadors and
    hitting invisible walls while trying to climb up rocks, it was just
    more trouble than it was worth. Then there is Primm Pass, which was
    previously mentioned in this FAQ but removed on the basis of the fact
    that there's almost always a Deathclaw in the pass. Lastly there's the
    suggestion to head to Hidden Valley, find Neil's Shack, and make your
    way along the cliffs there to avoid both Super Mutants and Deathclaws
    while heading east, which is actually possible and a good bit quicker.
    My way, the worst you'll face are some Bark Scorpions, Coyotes, Mole
    Rats, and, if you fail to avoid them, some gangers, most of which aren't
    too aggressive and are territorial, so they can be fairly easily
    			***JACKPOT WINNER***			{MOH004}
    Status: Tested/Nerfed (Xbox 360, Ultimate Edition)
    This 'exploit' has been nerfed a bit by Obsidian, but it still works-
    albeit in a more humble, less Cap-ful manner. The winning ceilings for
    the casinos are still a bit too low for my liking, and those implants
    aren't getting any cheaper. Since you can't really win that much money
    at the Atomic Wrangler and stay under the cap.. why not just blow the
    winnings cap all to hell? Play Black Jack and win nine times, saving
    after every win, and loading after every loss. After nine wins you
    should have at least 1800 Caps if you were betting max every time.
    Now, if you're level 1, you want to avoid the experience you'll get if
    you play a casino game ten times. If you were very conservative on your
    way up to New Vegas, there's a chance you'll be able to complete one of
    these challenges without leveling up. The idea is to get the
    Intelligence implant as early as possible. You know, max skill points
    and all that (although with the Ultimate Edition's level cap, you
    probably don't need to worry about this as much, I'm just a mindlessly
    obsessive perfectionist.) If you're like me, your goal will be to score
    2,000 Caps at the Atomic Wrangler, then use those Caps to gain access
    to New Vegas-where you can seek much higher winnings at the Ultra-Lux.
    Once you have 4,000 Caps (plus extra for future gambling), buy the
    Intelligence implant so you can game with impunity..
    Once done, get near the caps for every casino by playing Black Jack.
    Any game will do, I just score chips fastest with Black Jack. Once you
    are as close to the cap as possible, switch to Roulette. In the previous
    version of the guide, we'd play slots for its awesome jackpot, but
    Obsidian reduced the bets and the payouts on slots, so Roulette is now
    a better option. Anyhow, place a bet on any number (27 is my lucky
    number, and it comes up often enough for me that I'm bothering to
    specifically mention it). With any luck, you'll eventually win and score
    that juicy 35:1 payoff-or 7,000 Caps. If you lose too many games, reload
    and try again. I typically reload after losing ten games, so when I do
    when, I'm break the casino's winnings ceiling by over 5,000 Caps. It's
    not nearly as good as we were able to do previously, but it's still
    enough to fund pretty much all the implants.
    Status:	Tested/Confirmed (Xbox 360, Ultimate Edition)
    Another infinite experience glitch, pretty much the same thing as the
    one above, but more rewarding, simpler to accomplish, and easier to
    reach. Find Deputy Beagle in the Bison Steve in Primm. Don't free him,
    instead ask him about the man in the checkered suit who passed through
    town. He'll try to negotiate to get himself free. Succeed at a Speech
    challenge [Speech 40] and he'll agree to tell you what he knows, without
    actually doing so. You'll then get the option to ask him about the
    people who came through town again.. which will lead to the Speech
    challenge again. Simply continue to succeed at the Speech challenge for
    40 EXP a pop to get as much experience as you wish.
    Note: This option becomes unavailable after you update the quest 'They
    Went That-a-Way', with the information to head to Boulder City.
    		          ***"FREE" REPAIRS***			{MOH006}
    Status: Tested/Confirmed (Xbox 360, unpatched)
    Get your gear repaired by Paladin Sato (Brotherhood Safehouse), Major
    Knight (Mohave Outpost), or your sidekick Raul (Black Mountain/Raul's
    Shack), then pick-pocket your Caps back. Talk about a money saver-this
    little trick makes perks like Vigilant Recycler and Jury Rigging even
    more obsolete! It'll take a few tries-and hence some patience, even
    with a fairly high Sneak score, but it is possible. I imagine this is
    possible with most any character who will repair stuff for you, but I
    have the uncanny knack of failing to pick-pocket people even with (or
    I should say, especially with) a Sneak score of 100.
    Elite Riot Gear	[Lonesome Road]					{MOH007}
    After going through the Ashton Silo Control Station and down the
    Sunstone Tower Roof you'll be able to find the Third Street Municiple
    Building to the south-west. Climb up the debris into the building and
    head into the Municipal Sewers. Head through the sewers and take an
    alternative exit back to the Divide to the east, where you'll find
    yourself on an upper floor. To the north, near a hole in the wall
    you'll find a dead NCR Riot Control Ghouls, who can be looted for this
    armor. It's one of the strongest suits of Medium Armor in the game,
    and it gives several bonuses-the most impressive of which is a +5%
    Critical Hit Chance boost. The helmet is kind of assy, though.
    Gobi Campaign Scout Rifle					{MOH008}
    This wonderful weapon is a must if you're a Guns user. To get it, just
    head over to the Sniper's Nest area, where you'll find a locked
    [Very Hard] footlocker. This gun is inside. Sure, you need a 100
    Lockpick skill to get it, but it's slightly more damaging than a normal
    Sniper Rifle, carries an extra round per clip, weighs almost half as
    much, and has the same skill and strength requirements (75/6,
    Pew-Pew								{MOH009}
    At the Sunset Sarsaparilla Headquarters, cash in your Star Sunset
    Sarsaparilla Caps to Festus, then make your way to the southern end of
    the level and loot the body of Allen Marks for this interesting little
    gun. If you ever wanted to use a pistol Energy Weapon, but didn't want
    to sacrifice the YCS/186.. well, this is as good as it gets. It deals
    out a whopping 119 damage and has no real requirements. The catch? It
    eats up a whopping 15 Energy Cells per shot, and only gets two shots
    off per clip. You might not want to use it against groups of enemies,
    and against singular foes.. make sure they die in two shots.
    Q-35 Matter Modulator						{MOH010}
    A unique version of the Plasma Rifle, this weapon has the same damage
    as a normal Plasma Rifle-but double the DPS. Why? It fires much faster.
    Too bad it has half the ammo-but huzzah!-it uses half the ammo per shot.
    The skinny? It's requirements for strength are lower and it pumps out
    damage faster. To get your hands on it, you'll need to visit the
    REPCONN Headquarters. It's on the first level, behind a locked
    [Very Hard] door-but you can also use a [Very Hard] terminal! That, or
    go up to the second level, then take another door down to the first
    level, go through a hole in the floor and bypass all those nasty locks
    Joshua Graham's Armor [Honest Hearts]				{MOH011}
    Complete the 'Honest Hearts' expansion and you'll find this armor (along
    with every other bit of unique loot worn by NPCs) in a footlocker. This
    armor is just great-it gives one less point of Damage Threshold than
    Vault 34 Security Armor, but it weighs half as much and it gives a +3%
    critical hit chance while you wear it. It's a great suit of light armor.
    Remnant Power Armor						{MOH012}
    One of the most interesting items in the game to find-in part because
    it's the most protective armor in the game, but mostly because of the
    fighting involved. Head east from the Techatticup Mine across the
    Colorado River to find a beach with a slope leading up through the
    cliffs. You'll find that this side of the river is infested with Death
    Claws. Kill them and search to the south east. Once the first wave is
    dead, another pack of Death Claws will spawn, including a Mother Death
    Claw and an Alpha Male Death Claw. So long as you stay on cliffs, you
    can simply snipe the Death Claws at will. Once they're dead, go search
    near where they were walking to find two rather dead people-on one of
    which you'll find this armor.
    Remnant Power Helmet						{MOH013}
    Enter the Silver Peak Mine and enter the actual mine through the mine
    house. Inside you'll find swarms of Cazedors. Make your way through the
    mine to find a tunnel leading up to a ledge in a large room. You'll find
    plenty of loot here, including the Remant Power Helmet. Unfortunately,
    once you're up on the ledge you'll more Cazedors will spawn, including a
    Legendary Cazedor. On the bright side, you just need to make it out
    alive to keep your prize.
    This Machine							{MOH014}
    To get ahold of this gun, do errands for Sgt. Daniel Contreras (found
    at Camp McCarran Supply Shack). What you'll get us a weapon that does
    more damage (per shot, at least) than Gobi. It uses the same .308 ammo,
    and hence gets the same wonderful damage boosts from using JSP Hand
    Load ammo. With the same strength and skill requirements, it seems like
    a pretty obvious compliment for the Gobi, too. If that's not good
    enough, it's got an eight round clip and fires twice as fast in
    V.A.T.S., making it an ideal short to mid-ranged weapon for when trouble
    gets too close. Sure, the Brush Gun out-performs it, but This Machine
    is cheaper to use, and doesn't force you to hunt for 45-70 Gov't ammo.
    Ulysses' Duster/Ulysses' Mask					{MOH015}
    Complete the quest 'The End' or 'The Apocalypse' and you'll find a
    footlocker with this armor and mask in it back in the Mohave. Or... you
    could just kill and loot Ulysses for it. Or both. The armor has decent
    Damage Threshold, but more importantly, it's light-weight light armor
    that gives a +5% bonus to Critical Hit Chance. The mask that comes with
    it isn't too bad, either.
    YCS/186 -or- Alien Blaster					{MOH016}
    Head over to Brooks Tumbleweed Ranch, which is north west of New Vegas.
    From the Tumbleweed Ranch, head east over some hills. If you have the
    Wild Wasteland Trait you'll find a group of Aliens just hanging around.
    If you don't, you'll encounter some Mercenaries. Kill them and you'll
    obtain the Alien Blaster (in the former case) or the YCS/186, a unique
    version of the Gauss Rifle. Sure, the Alien Blaster has a ridiculous
    critical hit rate, but since the YCS/186 is the best long-ranged Energy
    Weapon in the game, and quite possibly the best sniper weapon overall
    (certainly the most damaging), we'll consider it the real prize.
    |								       |
    |		      Hardcore Mode Blues {HMB001}		       |
    |								       |
    When I picked up the Ultimate Edition for Fallout: New Vegas, I knew I
    would have to start a whole new character to write an update to this
    guide.. so I figured I'd just do the whole next playthrough in Hardcore
    mode, instead of just dabbling in it like I did in the original versions
    of the guide. This section will give some pointers to new players, or
    old players who haven't tackled hardcore mode yet. But first, a word of
    encouragement; Hardcore mode isn't very hardcore. Certainly having the
    Ultimate Edition to give us the ability to max all our skill points
    helps, but that's besides the point. The mere fact that I don't have any
    real seperate build suggestions (save the odd, optional, convenience
    perk or two) for Hardcore mode gamers and normal gamers should say
    Survival of the Skilled						{HMB002}
    If you're playing in Hardcore mode, an obvious move to make is to boost
    your Survival skill score. Tag! it, and boost it to 80 as soon as 
    possible. This will make the restorative effects of food and water more
    potent, as well as allowing you to make superior meals at campfires.
    H20								{HMB003}
    Water is a constant concern in Hardcore mode, as it's the status that
    degrades the fastest. If you have the Ultimate Edition installed, then
    you'll start out with a Vault 13 Canteen, which you'll automatically
    drink from occassionally. This mitigates-but doesn't eliminate-the need
    for water. Fortunately there exist plenty of sources of clean water you
    can drink-for free! In pretty much every casino in New Vegas (even the
    Atomic Wrangler in Freeside) has free water, as well as the troths at
    Goodsprings Source, and.. well, the whole freaking Colorado River. I
    never had to worry about dehydration, and neither will you.
    Food								{HMB004}
    Keeping yourself fed is a secondary concern in Hardcore mode, as you'll
    need food less often than water. Fortunately, getting plentiful food is
    quite easy to do. There are several locations where you can find herds
    of Bighorners, which can be killed by even low-level characters wielding
    melee weapons. Bighorner Meat can be turned into Bighorner Steak at any
    campfire, which becomes a great source of food, and healing, in a pinch.
    Places to find Bighorners include; along the railroad south-east of
    Goodsprings, north of Bonnie Springs, in the mountains west of New
    Vegas (around Ruby Hill Mine), and around the Wrecked Highwayman south
    of Novac. These aren't the only places where they can be found, and
    they aren't guaranteed to be free of risk (poke around the mountains
    too much and you'll certainly find Cazadors, for example), but with a
    little caution Bighorners will provide for all your food needs. A
    Bighorner Bull gives 50 EXP, and will often drop 3-5 pieces of meat.
    Sleep								{HMB005}
    Sleep is the least of our concerns, and if you find that you're failing
    in Hardcore mode because of sleep deprevation.. well, then you really
    just need to quit now. There are beds all over the place. The only
    concern with sleeping is that passing the time raises your other needs.
    So.. sleep in a hotel, a safehouse, or near the Goodsprings Source,
    somewhere near water.
    'Tis But a Flesh Wound..					{HMB006}
    Healing in Hardcore mode is another, more serious problem. You have
    plenty of ways to get food, water, and kip, but healing takes time, and
    resources. You'll have to use a variety of methods to keep your health
    up. These methods aren't exclusive-you'll have to be a lot more careful
    when you're lower level and have fewer resources, and over time
    'graduate' to simpler methods. 
      -->	First, for low level characters, just drink from a clean water
        	source. Each sip will heal you.. a tiny amount. The downsides
    	are obvious, it's annoying to sit there and click fifty times
    	until you're healed, and most of the safe sources of clean water
    	are in towns. Cutting short your exploration is a bother.
      --> 	As you accumulate resources and levels, Bighorner Steak becomes
    	a decent source of healing, as well as food. Ignore your hunger
    	until you get hurt, and chow down on some steak. It'll heal
    	about 50 Hit Points per steak. Not great, but a hell of a lot
    	more convenient than finding water, and cheaper than a Stimpak.
      --> 	Get the Monocyte Breeder Implant. This will cause you to slowly
        	regenerate. It won't save you in a fight, but it will allow you to
        	wait and heal a bit. Also, just fast-travelling from place to
        	place will heal you. It's great supplemental healing.. if you're
        	not shot up going into a fight, chances are you won't need
    	healing to stay alive.
      --> 	When you hit level 20, get the perk 'Them's Good Eatin'', which
        	will cause living enemies to drop Blood Sausage or Thin Red
    	Paste 50% of the time. Most enemies in the game are living, and
    	they don't have to be particularly strong-a Bloatfly will drop
    	you these great healing items as often as a Deathclaw. Plus,
    	you'll often get multiple drops when an enemy has these items on
    	them. Both these items heal more Hit Points than a Stimpak, and
    	you'll be able to get your hands on far, far more without
    	spending a single cap. Sure, they have weight, but Thin Red
    	Paste only weighs 1/10th of a pound. You can spare five pounds
    	of carry weight to drag fifty of these around.. and there's a
    	good chance you'll constantly replenish your stock as you go.
    Ammo Weight Hate						{HMB007}
    One of the biggest pains of Hardcore mode is ammo weight. This is
    especially damning if you use Energy Weapons, as Energy Weapon ammo just
    weighs too damn much (save Electron Charge Packs). Still, how many
    ranged weapons do you tend to carry around at once? Personally, I only
    tend to have one-the Gobi gets everything done. The fewer different
    weapons you have, the less different types of ammo you need. Just be
    frugal, only take one good ranged weapon, and a moderate supply of its
    ammo. This works better with the Ultimate Edition build, since we can
    now freely invest in Melee Weapons and Unarmed-they don't require ammo,
    and they can deal with any enemy that gets too close, eliminating any
    need for a short-to-mid range alternative.
    And Then There Was One..					{HMB008}
    When your allies bite the dust, they die for good in Hardcore Mode.
    Easily one of the most annoying aspects of Hardcore Mode, there are a
    few ways to mitigate ally deaths.
    --> Keep healing items on your allies. It's not always convenient in a
        gun fight to run up to your buddy and tell them to heal themselves.
    --> Give them the best armor. Lets face it, Enclave Armor looks stupid,
        they'll be able to wear it before you will, and nobody wants to walk
        around that slowly. Plus, unless you have the worst gaming reflexes
        ever, you'll avoid damage better than any ally will.
    --> Most importantly, if you're going into a fight where you just can't
        babysit them the whole time, make them wait somewhere out of the
        fire. Hordes of Cazadors and packs of Deathclaws are usually where
        I draw the line, especially since I tend to rely on long-range
        sniping to deal with them.. or at least thin the herd.
    --> Use weapons that don't inflinct collateral damage. This should be
        pretty easy, since most dangerous auto-fire weapons are low-damage,
        high DPS affairs.. which is to say, they suck against anything that
        is armored and dangerous.
    First Do No Harm						{HMB009}
    Doctors are an obvious source of health in the wasteland. Do not be
    afraid to visit a doctor to cure your Rads or heal you. Early on, it's
    easier to just pay the 50 Caps for a full healing at Goodsprings (limbs
    and all) than it is to use healing items. And if you wait until your
    Rad count is high (600+) it'll probably be cheaper to just pay 100 Caps
    to get rid of your Rads than it is to use RadAway.
    Don't Mind the Grind						{HMB010}
    The higher your level, the more resources you'll have to deal with your
    needs. Get your Survival skill high, and you'll need to eat less. Get
    your Lockpick score high and you'll be able to get the godly Gobi. Once
    you can obliterate Super Mutants, you can scourge Black Mountain for
    valuable weapons. It's all got to start somewhere. Don't be afraid to
    take your time, visit familiar locales for water and rest, and grind
    Bighorners for food and experience.
    |								       |
    |			  Expansion Info {EXP001}		       |
    |								       |
    People have been pestering me to do a full walkthrough for Fallout: New
    Vegas for a while now. Perhaps they don't realise how much time and work
    guides like that take, or perhaps they do, and they're just selfish
    assholes. Just because I wrote a huge guide for Fallout 3.. anyways, in
    this section I'll inch ever-so-slightly closer to a walkthrough.. by
    providing some more information that probably doesn't belong in a
    character creation guide. Eventually, such nonsense additions might
    prompt me to make a full guide around this character creation guide
    (it's how the Fallout 3 guide got started).. or it might not. In either
    event, that doesn't mean I won't try and justify this addition. In this
    section I'll talk briefly about the different expansions for the game,
    what foes you can expect, what weapons can be found, and so forth. This
    will allow you to know a bit before you step foot into an expansion
    (one-way trips suck).
    Dead Money
    This expansion is horrible. I hate it, but don't just take me at face
    value-I've got reasons! First, the enemies-there are three different
    types of the same enemy-they look the same, they just have slightly
    different weapons and move around differently. That's it. Radroaches
    don't count, and neither due the invincible holograms, since you can't
    fight them in any meaningful way. They're more puzzle elements than
    ..Yeah, that's right, this expansion is more of a puzzle-game than an
    RPG-shooter. Puzzles in RPGs are fine, but here, they predominate
    gameplay, and they are the loathesome trial-and-error instant death
    kind of puzzles. Without giving too much away, you'll have to spend
    quite a bit of time looking for radios. Stay near one too long-you die.
    Sometimes they're simple radios you can just turn off-if you find them,
    which isn't always simple, since you can be killed by their effects
    through walls, floors, and if the damn thing isn't in an obvious place,
    you really don't have too much time to go searching behind or under
    objects to find them. If that's not bad enough, sometimes you have to
    find speaker systems on the walls-again, take too long, you die. Looking
    for an obscure little blue light indicating a speaker as an indicator
    beeps signaling your impending doom is no fun. If you do spot them,
    however, you can just shoot them and get on with your life. Unless
    they're shielded. Then you can't shoot them, you need to find a terminal
    to shut them off. So, keep an eye out for radios, speakers, and
    terminals-sometimes in overlapping combinations. And if that fails? You
    just need to make a run of faith and hope that you can get through the
    area without dying.
    But, maybe I'm just an unobservant loser? Probably. But it doesn't
    help that you're forced to look for these stupid things while the game
    constantly is draining your life in all outdoor areas. Albeit slowly,
    but surely. Also, fogs of toxin exist that drain your life quite
    quickly. On top of that, the enemies you fight aren't terrible
    slouches in combat-many of them have as many Hit Points (or more) as
    my level 50 character did. On top of that, the weapons native to this
    expansion almost exclusively suck (save the Police Pistol, which is a
    thankfully decent ranged weapon). Sure, that works both ways, the
    critters you'll be fighting are using the same crappy weapons, but they
    don't have to endure dozens of fights like we do, and they are immune
    to all the environmental hazards. And in case you're wondering-you
    don't get to bring anything, ANYTHING, with you. No food, no guns, no
    ammo, no armor.
    In the end, it's a frustrating expansion that focuses on stealth,
    survival, and puzzle-solving. None of its parts are fun, however. To
    summarize, if you like having to sneak past invincible holograms while
    taking environmental damage constantly and unavoidably, facing strong
    foes that can seldom be avoided, and searching for proximity-based
    instant-death objects with none of the gear from the rest of the game,
    then this is your expansion. Oh, plus a number of escort missions.
    Yeah. They really took everything that sucks about video games and
    heaped them into this expansion. This is even more brutal in Hardcore
    mode. Them's Good Eats' is the only reason I survived. You'll be
    using melee weapons alot, if for no other reason than because ammo is
    pretty scarce.
    On the very, very minor plus side, you can score Sierra Madre Armor,
    Reinforced, and Sierra Madre Helmet, Reinforced. Both of which are
    light armor with absolutely magnificent Damage Thresholds-18 for the
    armor, 5 for the helemt, which out-competes even Vault 34 Security
    Armor.. making it one of the best suits of light armor you can wear.
    I can honestly say this was the worst part of this game-besides the
    armor, the only redeeming quality was Christine trying to communicate
    with you. It reminded me of Planescape: Torment, for some reason..
    Honest Hearts
    The second expansion for Fallout: New Vegas.. eh.. I don't find this one
    very appealing. First, the two main characters here are both religious
    nuts, which I have little tolerance for, even in a video game. This
    expansion is like all the boring parts of Fallout 2-magnified. Dealing
    with idiot tribals.. ah well. There's just very little of interest in
    this expansion. Between a conflict that's hard to really give a crap
    about, and a poor selection of lame enemies, or idiot tribals absurdly
    armed with Anti-Material Rifles, it's got some flaws.
    You should try to stick to ranged weapons in this expansion. Many foes
    exist here that are pretty brutal in melee combat. Giant Green Geckos,
    Giant Yao Guai, Giant Cazadors.. yeesh.. this place just sucks. It's
    nothing the Gobi can't handle.. unfortunately, you have a weight
    restriction before you can journey here, meaning you can only carry so
    much crap. Also, there's not a single owned bed you can get a full
    night's rest in, so in Hardcore Mode you'll have to provide for healing.
    Them's Good Eatin' comes in very handy here, but you can also blow
    through Stimpaks, or spend minutes mindlessly clicking away at sources
    of water. On that note, water is not an issue here, there's plenty of
    it all over, so drink to your heart's content. Crippled limbs, however,
    are another story. In Hardcore Mode, your best bet is just to make
    Healing Poultices (which also heal for a phenomonal amount) to cure
    limb condition. Harvestable plants are quite numerous here.
    Since a good portion of your foes will be tribals, you'd think that
    they'd be somewhat light on weapons.. but apparently not. There's a
    weak excuse for why your foes will have so many weapons, but it still
    seems absurd that half of them have 12.7mm Submachine Guns and Anti-
    Material Rifles. Failing that, they have Shiskebabs and Fire Axes, both
    of which are fairly potent in melee. I did, however, bring 300~ rounds
    of .308 JSP for my Gobi, and that was able to blast through Zion pretty
    well.. at least against foes I didn't want to melee. For critters that
    weren't so intimidating, I just used an upgraded War Club. Its damage
    was mediocore, but with Slayer and the War Club Honors upgrade, it
    swung so fast it looked like I was simply waving the stick in front of
    me. This meant I could hit most foes 3-4 times for every hit they could
    get on me-and Super Slam did its work murderously well. On the allied
    side, there are also .45 Auto Pistols, which are the favored weapon of
    the Dead Horse tribe. If you've been dying for pistol play.. well,
    these are pretty good. I used them simply because the ammo was
    plentiful. If you are a fan of high DPS weapons, rejoice-this expansion
    is unusually populated with low Damage Theshold foes.. of course, it's
    also very restrictive with what you can bring, so you probably won't
    be able to bring enough ammo to make the most of high DPS weapons.
    Ah hell, high DPS weapons just suck no matter what.
    To summarise, it's a short and not terribly interesting expansion with
    some decent weapons. I used the Gobi a good bit here, as half the damn
    foes could deal over 100 damage in melee, and brought a supply of
    Brahmin Steak. Food is fairly easy to get, given that there are Geckos
    here, but it never hurts to have a surplus. There are three companions
    you can get for a while, although two of them suck hard. The real treat
    here are the unique items you'll get at the end. Joshua Graham's Armor
    is probably my favorite, as it has a Damage Threshold of 15 (nearly as
    much as Vault 34 Security Armor), is Light Armor, gives a +3% bonus
    critical chance, and weighs half as much as Vault 34 Security Armor.
    You can also get Salt-Upon-Wounds' Helmet, which gives a Damage
    Threshold bonus of 5, is Light Armor, and gives a +2% critical chance
    bonus as well as an (unnecessary) +5 bonus to Sneak. Even with the
    Damage Threshold, however, I still prefer the 1st Recon Beret. Looks
    less stupid, and.. well, I'd take 3% more critical chance over 5 Damage
    Threshold. Seems less important when most foes are hitting you for
    chunks of your life bar. It's got some good gear, but it's not a trip
    you'll mind returning home from-for all the wrong reasons. Grab some
    ammo and some food, and put down your good book. God isn't going to save
    Zion, as usual.
    Old World Blues
    The third expansion is perhaps my favorite of the bunch, and certainly
    the most lucrative.. those two are probably connected somehow. Anyways,
    for you Hardcore Mode gamers, know that this expansion is VERY generous.
    You'll have a bed and plenty of storage space, so you can easily
    recover health and heal crippled limbs. Also, with a little searching
    you can gain access to an Auto-Doc (which can heal your rads, as well
    as anything else that might be wrong with you) and a sink that'll give
    you as much clean water as you want. Food, however, you'll have to
    provide yourself, as the food you can find in the expansion just isn't
    enough to sustain you indefinately. Still, if you bring a score of
    Bighorner Steaks, you should have enough food for all the exploring you
    could hope to do.
    This expansion heavily favors melee weapons, unarmed, and energy
    weapons. You'll find guns on human foes (even Brush Guns, which are
    pretty rare in the Mohave), but nothing will top the Gobi, if you bring
    it. Most of the time I relied on Protonic Inversal Axes and Super-Heated
    Saturnite Fists, the former for machines, and the latter for everything
    else. I'd say bring the Gobi, and leave everything else behind-it's a
    very easy expansion to beat by just going with the native weaponry.
    Half the foes are robots, half are organic.. eh, roughly. More or less.
    Anyways, having Robotics Expert and Certified Tech will get more use in
    this expansion than anywhere else, but the organic enemies aren't
    push-overs. They included crazed Lobotomites, suped up Cazadors and
    Nightstalkers. Don't worry about poison, however. You'll get a perk at
    the beginning of the expansion that makes you immune to poison-one you
    can keep for the rest of the game.
    To sum it up, there are lots of robots, but new weapons allow you to
    deal with robots more effectively than ever. Travel light, even if you
    are in Hardcore Mode-not because you need to, but because this expansion
    is very generous. Take your Gobi, some .308 JSP ammo, and some food..
    and all the weightless crap you normally bring. Once done, pick up some
    of the expansion's excellent new melee weapons and unarmed weapons,
    enjoy a few great perks, and smash some heads-for science!
    Lonesome Road
    The last expansion is.. well, it's pretty good, I'd put it right behind
    Old World Blues. It's not funny, but at least it involves your 
    protagonist alot more than Honest Hearts and Dead Money did. The
    enemies have never been stronger, and there's not much in the way of
    native healing.. but you can come and go as you please, and bring any
    gear with you that you want, making it very accessible. Bring whatever
    you'd normally bring with you while you were traveling around in the
    Since you can return to the Mohave at any time, there's really no need
    to immerse yourself in the expansion-specific weaponry.. which is fine,
    because save for a few new melee weapons most of your foes will use
    high-end weapons like Riot Shotguns, Anti-Material Rifles, Heavy
    Incinerators, and the like. Besides the 'Marked Men', which are just
    Ghouls flavored with NCR and Legion symbols, you'll face Tunnelers
    and Deathclaws-both of which appear in decent numbers and are
    absolutely wretched in melee combat. Going toe-to-toe with foes is
    not a good survival technique in this expansion. So like with most
    things.. Gobi rules supreme. Most foes are living save a few robots and
    turrets you'll fight irregularly.
    I bring the Gobi, a modest supply of .308 JSP Hand Load ammo, a few
    bits of Blood Sausage, and I'm good to go. Some areas, like the 
    Courier's Mile will test your build to the max-Irradiated Death Claws
    are no joke, and their sheer melee badness drives home the absurdity
    of relying on Damage Threshold against high-damage foes. You'll really,
    really be glad you are a competent sniper if any of these hit you..
    although if you were more competent, they would be able to, right?
    The extraneous areas also feature huge doses of radiation, so come to
    them prepared with plenty of Rad-X and RadAway. Take a trip down
    memory lane.. a Lonesome Road, indeed.
    |								       |
    |			      Books {BOK001}			       |
    |								       |
    In this section I will list the books I have found so far in this game.
    If they're not listed here, it doesn't mean they don't exist, it just
    mean I have not personally found them, and hence, have no business
    commenting on their locations. As a rule of thumb there are about four
    of each type of book in the game, save Big Books of Science.
    Big Book of Science (7)						{BOK002}
    [ ]	Brewer's Beer Bootlegging
    	In the cellar, in the back room. The book is on a table next to
    	a chemistry set.
    [ ]	Camp Forlorn Hope - Camp Forlorn Hope Command Center
    	In the south eastern corner of the command tent, on a table.
    [ ] 	HELIOS One - HELIOS One Power Plant
    	In order to get this you'll need to side with Ignacio Rivas
    	during the quest 'That Lucky Old Sun' and distribute power
    	evenly to all the settlements. Since the alternatives-pissing
    	off the NCR or helping Fantastic-are both unsavory, this isn't
    	too terrible of an option, anyways.
    [ ]	Nipton - Town Hall Steyn's Office
    	This book is in Steyn's Office (the room, not just the level),
    	on the desk near 'Mayor Steyn's Terminal.'
    [ ] 	REPCONN Headquarters - REPCONN Offices Main Level
    	In the first room of the REPCONN tour you'll find a door to the
    	east that leads to the Gift Shop. Inside the Gift Shop there is
    	a locked [Hard] door to the north. The book is inside, on a
    	metal shelf.
    [ ]	[Dead Money] Sierra Madre - Executive Suites
    	In Vera's room (the south-eastern-most room of the level), on
    	a bookshelf full of Pre-War Books.
    [ ]	[Old World Blues] Y-0 Research Center
    	South of the Y-0 Research center there are a number of crashed
    	trucks. South-east of these trucks, near the cliff face, you'll
    	find this book on the ground, near a skeleton and a duffle bag.
    Chinese Army: Spec. Ops. Training Manual (7)			{BOK003}
    [ ]	Camp Searchlight - Searchlight Church Basement
    	You can find this basement within a chapel on the eastern end of
    	Searchlight. The book is on the floor near some metal shelves.
    [ ]	Goodsprings - Goodsprings Home
    	In the house east of the Goodsprings Schoolhouse, this book is
    	in the living room (in the north east corner of the area map).
    	It's on a bookshelf amongst a bunch of other, mundane, books.
    [ ]	NCR Sharecropper Farms - Sharecropper Barracks
    	This book is in the south eastern corner of the barracks, on
    	the floor near a desk, on top of some papers.
    [ ]	Vault 3 - Vault 3 Living Quarters
    	When entering from the Vault 3 Entrance you'll find a locked
    	door [Average] at the bottom of the staircase. Get inside and
    	you'll find this book on a bookshelf near the door.
    [ ]	[Dead Money] Puesta del Sol North -
    		     Puesta del Sol Switching Station
    	From the 'Remote Maintenance Terminal' (Christine's post for
    	triggering the Gala)-in the south-western corner of the
    	eastern-most room-head east, then north out onto the catwalks.
    	Just before the turret there's a broken section of catwalk to
    	the west. Jump there and explore the catwalks to the south,
    	near the electronics. You'll find this book on the floor of the
    [ ]	[Old World Blues] X-13 Testing Facility
    	In the room with the torso armor of the Stealth Suit Mk II, on
    	the floor between two damaged prototypes.
    [ ]	[Old World Blues] X-13 Stealth Testing Facility -
    			  X-13 Stealth Testing Lab
    	Complete all three Infitration Tests (Basic, Advanced, and
    	Expert) to upgrade the Stealth Suit Mk II, then complete the
    	Robot Compliance Test. Once you succeed, this book will be in
    	the 'Reward Safe' near the 'Test Terminal'.
    D.C. Journal of Internal Medicine (5)				{BOK004}
    [ ]	HELIOS One - HELIOS One Power Plant
    	In the upstairs bedroom, on the bed.
    [ ] 	Mesquite Mountains Crater - Hell's Motel
    	In the first room, this book is on a counter along the northern
    	wall, behind a globe, harmonica, and an ashtray.
    [ ]	Novac - Ranger Andy's Bungalow
    	This book is on the bed in Ranger Andy's house.
    [ ]	[Dead Money] Villa - Clinic Basement
    	Unlock the door to the basement [Hard] and head downstairs into
    	the room with the 'Clinic Power Status Terminal'. The book is on
    	the shelf of a doorless metal locker along the northern wall.
    [ ]	[Lonesome Road] Buried Buildings
    	Enter the Cave of the Abaddon and travel through it to reach
    	the Buried Buildings. You'll find this book in the room right
    	before you can enter into the Divide again, on the floor
    	under/near a chair and a nightstand in the southern corner of
    	the room.
    Dean's Electronics (6)						{BOK005}
    [ ]	Abandoned BoS Bunker - Brotherhood of Steel Bunker
    	Go down the stairs and head down the tunnel to the west, taking
    	the first left (south). The book is in the room at the end of
    	the hall, on a shelf near a bunch of books. You will need to
    	hack a terminal [Average] to gain access to the room this book
    	is in.
    	(Note: The Abandoned BoS Bunker is part of the Dead Money
    	expansion. You must have this expansion installed to be able
    	to get this book, although technically you can get the book
    	without really starting the Dead Money questline. Alternatively,
    	if you have the unpatched version of the original Fallout: New
    	Vegas you can get this book, as the developers apparently forgot
    	to lock the Abandoned BoS Bunker. If you do not have the Dead
    	Money expansion installed, and you are playing a patched version
    	of the game, you cannot get this book.. legitimately, anyways.)
    [ ]	Nellis Air Force Base - Loyal's House
    	You can find this book on the table along the southern side of
    	the room, near a broken computer.
    [ ]	Sloan - Worker Barracks
    	In the Worker Barracks, on a shelf in the eastern corner. The
    	book is near a radio. There is also a Duck and Cover! in the
    	same room.
    [ ]	Southern Nevada Wind Farm - Wind Farm Maintenance Shack
    	This book is on the tables in the middle of the room.
    [ ]	[Dead Money] Puesta del Sol North -
    		     Puesta del Sol Switching Station
    	Make your way east from the entrance, shooting speakers as
    	necessary to progress. Eventually you'll come to a large,
    	multi-leveled room with catwalks. You'll have to cross through
    	some toxin on the ground level and go up some stairs to reach
    	the catwalks on the eastern side of the room. On top of the
    	stairs you should see some electronics on the eastern wall with
    	a black arrow pointing south. Save your game. Follow the
    	catwalk south and your collar will start beeping. Continue
    	following the catwalk-quickly-into a room. At the northern end
    	of the room you'll find a corpse, near which is this book.
    	You'll need to disarm the terminal [Easy] to shut off the
    	speakers and keep your head, but be wary-there's a tripwire
    	in front of the terminal that'll drop grenades on you. It's
    	possible-if you're careful-to hack the computer and turn off
    	the speakers without disturbing the tripwire. Christine's 
    	'Signal Interference' perk makes this easier, but isn't strictly
    [ ]	[Lonesome Road] Hopeville Missile Silo
    	From where you find the first Destroyed Eyebot head east to
    	enter a room with a missile in it. On the eastern side of the
    	room, on the floor near the wall by some desbris you'll find
    	this book.
    Duck and Cover! (5)						{BOK006}
    [ ]	Mohave Outpost - Mohave Outpost Barracks
    	You'll find this guy behind the bar in the first room. It's in
    	a cupboard built into the bar counter facing the door, near the
    [ ]	Nellis Air Force Base - Pearl's Barracks
    	In the room with two couches you'll find a bookshelf along the
    	wall to the south, south-east. The book is standing between a
    	bunch of Pre-War Books. Note that this is also the shelf with
    	some 40mm Grenades and a Grenade Rifle on it.
    [ ]	Ranger Station Foxtrot
    	This book is in the tent, on the table next to the radio.
    [ ]	Sloan - Worker Barracks
    	On the metal locker to the left (the unlocked one), on a shelf
    	near some ruined Pre-War Books.
    [ ]	[Lonesome Road] Collapsed Overpass Tunnel
    	From the exit to The High Road head south until you find a
    	sandbag barrier, behind which is a small camp. In a metal box
    	you'll find a Teddy Bear, underneath which is this book.
    Grognak the Barbarian (6)					{BOK007}
    [ ]	Cannibal Johnson's Cave
    	On the corner of the mattress near the fire.
    [ ]	Cottonwood Cove - Office of Aurelius of Phoenix
    	In the south western corner of the room, on a bedside table.
    [ ]	Hidden Supply Cave
    	On top of a crate south of the first aid box.
    [ ]	Jacobstown - Jacobstown Bungalow
    	In front of the Jacobstown Lodge is a lake, to the east of which
    	lie several bungalows. In the southern-most bungalow you'll find
    	this book. It's on the floor in front of the stove.
    [ ]	[Dead Money] Villa - Police Station Basement
    	In the north-western room, on the floor in front of some filing
    [ ]	[Lonesome Road] Hopeville - Hopeville Women's Barracks
    	In the smaller, southern room, on a small desk against the
    	southern wall. This book is on top of a Small Scorched Book.
    Guns and Bullets (6)						{BOK008}
    [ ]	Gomorrah Main Level
    	In Big Sal's office, on a bookshelf along the south-western
    [ ]	Nevada Highway Patrol Station
    	Inside the station, on top of the southwestern most desk in the
    	first room.
    [ ]	Raul's Home
    	This book is inside a wooden crate on the floor near the
    [ ]	Vault 34 - Armory
    	In the room with the couches and pool table in the north
    	eastern corner of the level. The book is on a metal object.
    [ ]	[Dead Money] Sierra Madre - Sierra Madre Casino
    	Head up to the bar on the second floor and turn west. Jump on
    	a support beam and follow it west until you see the cashier's
    	cage to the south. From the support beam, jump over the barrier
    	and into the cashier's cage. This book is on the floor, near
    	some filing cabinets.
    [ ]	[Lonesome Road] Hopeville - Hopeville Armory
    	In the north-eastern corner of the room, on the floor under a
    Lying, Congressional Style (6)					{BOK009}
    [ ]	Brooks Tumbleweed Ranch - Tumbleweed Ranch House
    	On the second floor on the shelf of a locker.
    [ ]	Cerulean Robotics
    	In Freeside you'll find the Cerulean Robotics building, inside
    	of which you can nab this book. It's in the north-eastern room
    	(the room with the rows of desks and the conveyor belt) on the
    	floor near a chair.
    [ ]	Lucky Jim Mine - Lucky Jim Mine House
    	You can find this book in the southern corner of the house, on
    	a metal shelf near the floor.
    [ ]	NCR Correctional Facility - NCRCF Administration
    	On the second level, in the room across from the Warden's Office
    	(the room in the north eastern corner of the level.) The book is
    	on a desk near a broken computer terminal.
    [ ]	[Dead Money] Sierra Madre - The Tampico
    	In the theatre, go up the stairs in the north-eastern corner of
    	the room and you'll reach the projection room. This book is on
    	a metal shelf, near a fan.
    [ ]	[Lonesome Road] Third Street Municipal Building
    	Head up into the building, through the Municipal Sewers, and
    	onto the upper floor. This book is on the floor under a desk
    	on the eastern side of this level. Note that this is the
    	same level of the building where you can score the Elite Riot
    Nikola Tesla and You (6)					{BOK010}
    [ ]	Hidden Valley - Hidden Valley Bunker L1
    	In the Surgery room where Scribe Schuler spends most of her
    	time, in a plastic bin next to the desk.
    [ ]	Old Nuclear Test Site - Nuclear Test Shack
    	This book is on a table along the south eastern wall of the
    	shack, under another book near a Hunting Shotgun.
    [ ]	REPCONN Headquarters - REPCONN Office 2nd Floor
    	In the north eastern corner of the level, on a desk next to a
    	terminal [Very Easy] from which you can add your facial data to
    	the database for the 2nd floor.
    [ ]	REPCONN Headquarters - REPCONN Office Main Floor
    	In the north western corner of the level, behind a locked door
    	[Very Hard]. This book is on top of a safe, amidst numerous
    	Microfusion Cells. Note that it's possible to reach this room
    	by going through a locked door [Hard] on the REPCONN Office 2nd
    [ ]	[Dead Money] Sierra Madre - Sierra Madre Vault
    	When you reach the vault door, turn south and jump on some
    	pipes below the floor (you should see a skeleton on them, and
    	yes, you'll have to endure toxin.) You can find this book in
    	'Sinclair's Bag', which is between the two pipes, near the
    	skeleton. To get out of the poison, head east along the pipe,
    	jump up onto a pipe valve, then onto an elbow pipe. Note that
    	this is one of the few books in the game that you can actually
    [ ]	[Lonesome Road] Hopeville Missile Base HQ
    	From the entrance head south to immediately find some
    	bookshelves. This book is located under a 'Large Burned Book'	
    	on the lowest shelf of the southernmost bookshelf.
    Pugilism Illustrated (6)					{BOK011}
    [ ]	Fisherman's Pride Shack
    	This book is in the eastern corner of the shack, on a table near
    	the bed.
    [ ] 	Nipton Road Reststop - Nipton Road General Store
    	This book is on a wooden shelf along the southern wall.
    [ ]	The Tops Casino - The Tops Presidential Suite
    	In the first room you enter after taking the elevator, on a
    	table in the north western corner of the room. You can get
    	access to this room by being a high-roller (win 7500 or so
    	Caps at casino games) or by hearing Benny out.
    [ ]	Vault 11 - Vault 11 Living Quarters
    	From the door leading to Vault 11, head down the stairs into
    	the first room. Head through a door to the south and go down
    	some more stairs. At the bottom turn west where you'll find four
    	rooms. The book is in the second room on the right, on the floor
    	near an overturned dresser.
    [ ]	[Dead Money] Villa
    	As soon as you start the expansion, you'll talk to Father
    	Elijah, who will project an image of himself over a fountain.
    	You can find this book immediately after talking to him, by
    	searching the floor along the northern end of the fountain.
    [ ]	[Lonesome Road] Wastewater Treatment Plant
    	From the entrance, head south-west, then south-east to find a
    	room occupied by some Marked Men. Kill them and head up some
    	stairs to the north. In this room jump behind the lockers in
    	the northeastern corner to find this book on the floor.
    Tales of a Junktown Jerky Vendor (6)				{BOK012}
    [ ]	Allied Technologies Offices
    	In the south west corner of the level, on the floor just north
    	of the Nuka-Cola Vending Machines.
    [ ]	Cap Counterfeiting Shack
    	Enter the Cap Counterfeiting Shack and go through a cellar door
    	to reach.. well, the cellar. Go down some stairs and search the
    	suitcases near the bed along the south eastern wall. This book
    	is on top of one of the suitcases.
    [ ]	Primm - The Bison Steve Hotel
    	In the north eastern corner of the level you'll find the Gift
    	Shop. The book is behind the counter, on top of a lock safe
    [ ]	Vault 22 - Pest Control
    	Take the Elevator down from any level to Pest Control. From
    	where you arrive head east and take the first left, which will
    	take you up two flights of stairs and ultimately into a lab.
    	The book is inside the lab, on a counter near a chemistry set
    	along the northern end of the room.
    [ ]	[Dead Money] Salida del Sol South
    	From the exit leading to Salida del Sol North, head south over
    	a railing, onto a balcony, through a ruined wall and into a
    	room. You'll find this book on a shelf below a terminal.
    [ ]	[Lonesome Road] Hopeville - Basement
    	On a gore-strewn counter in the north-western corner of the
    	basement. This book is tastefully nestled in amongst some
    	bloody bits.
    Tumblers Today (5)						{BOK013}
    [ ]	Bitter Springs Recreation Area - Bitter Springs Recreation
    	In the room to the south, on a desk near a paperweight and a
    	broken terminal. Note that Bitter Springs and Bonne Springs are
    	not the same area, and that Bitter Springs Recreation Area is
    	not a sub-area of Bitter Springs. It's got its own map marker
    	and everything.
    [ ]	Silver Peak Mine - Silver Peak Mine Shack
    	Along the northeastern wall of the shack you'll find some
    	lockers. This book is inside one of the bottom lockers, near
    	the floor. Note that the Silver Peak Mine itself contains the
    	Remnant Helmet, which is yours for the taking.. if you're up to
    	fighting some Cazadors, that is.
    [ ]	The Prospector's Den
    	Inside the actual den, in the middle room. The book is on the
    	floor by the bed in the north eastern corner of the room.
    [ ]	Wolfhorn Ranch
    	Inside the ranch you you'll find this book, on the floor near
    	the fridge.
    [ ]	[Lonesome Road] Hopeville - Hopeville Men's Barracks
    	In the southern corner of this v-shaped building, in the
    	south-western-most bathroom stall. This book is on the floor,
    	under a wooden crate.
    Wasteland Survival Guide (5)					{BOK014}
    [ ]	Lone Wolf Radio
    	The books is on the floor near a metal box in the back of the
    	trailer, by the bed.
    [ ]	Matthews Animal Husbandry Farm
    	In one of the barns, on the upper level. The book is on the
    	ground near some metal boxes and a crate.
    [ ]	Mosquite Mountain Camp Site
    	You'll find this book inside the southern most tent, on the
    	ground behind a Toolbox.
    [ ]	Scavenger Platform
    	In one of the shacks there is are some fallen metal shelves.
    	This book is on the floor in between some of the shelves.
    [ ]	[Lonesome Road] Waste Disposal Station
    	From the entrance head north into a mass of radioactive
    	barrels. On top of one you'll find a skeleton. You'll find this
    	book on the floor just north of this skeleton-adorned barrel.
    Workbench Crates [Honest Hearts]				{BOK015}
    During the 'Honest Hearts' expansion, you'll find several Workbench
    Crates throughout the game. These innocuous containers hide a bit of a
    secret-they randomly spawn skill books. According to the wiki, each one
    can spawn up to four of them per crate, although the most I've ever seen
    is two.. I only had so much patience for reloading the game. Most of the
    time they spawn random junk. To get them to (potentially) spawn skill
    books, you'll need to save the game before entering the area they are
    in for the first time, run up to the crate, open it, and if it doesn't
    have what you want, reload and try again. This can.. take a while, and
    since the number and type of books found are random, they're not
    included in the list of books, above. Note that only non-combat related
    books can be found in these crates-you will not find any copies of
    Duck and Cover!, Grognak the Barbarian, Guns and Bullets, Nikola Tesla
    and You, or Pugilism Illustrated. There are four such crates in the
    game, their locations are given below. Again, you can supposedly get
    four books per crate, but it's really not necessary. Don't kill yourself
    trying to get four-I'm more than happy settling for a modest two per
    Angel Cave
    This Workbench Crate is in the north-western room, where Joshua Graham
    resides. On your first visit you'll be bothered by a Dead Horse Disciple
    of Canaan (unless you're fast enough to run past) and you'll have to
    talk to Joshua Graham, as well, making this a somewhat tedious effort.
    Cueva Guarache
    In the formerly occupied chamber along the eastern edge of the level.
    You'll have to go through a booby-trapped, brush-filled tunnel to get
    here, or through a chamber occupied by spore creatures. Either way, it's
    another annoying one to reach.
    Fallen Rock Cave
    In the middle of the level, in the lowest chamber, you'll find signs of
    a previous inhabitant of the caves-as the journal on the terminal
    indicates, this cave was occupied shortly after the bombs dropped in
    2077. There are no enemies in this cave, but plenty of traps to dodge/
    disarm, making this Workbench Crate a pain in the ass to run to.
    Stone Bones Cave
    In the previously-occupied chamber to the north-west. You'll have to
    bypass some traps to get here.
    Skill Book Recipes [Old World Blues]				{BOK016}
    During the 'Old World Blues' expansion, you'll find various holotapes
    that are recipes for skill books. You can use these recipes to create
    said skill books at a Workbench. What this boils down to is you can
    create one of each type of skill book (only one since the recipe
    holotapes are ingredients in these recipes themselves). The locations of
    the recipe holotapes are listed below. You will need Blank Books and
    Wonderglue to create each book.. twenty-five Blank Books, in fact, so
    collect books to process via the Book Chute in the Sink.
    Barter Skill Book
    In the Signal Hills Transmitter building, under the metal shelves near
    the door.
    Energy Weapons Skill Book
    In the Z-38 Lightwave Dynamics Research building, on top of the catwalk
    in the north-eastern corner of the level. The book is under a large
    monitor, just south-east of the upper-level door to the Big MT.
    Explosives Skill Book
    You'll find this recipe in the X-7a "Left Field" Artillery Launch, in
    the Artillery Command Center. The recipe is on the shelf of a large
    machine, on the northern side of the room.
    Guns Skill Book
    This one is a bit tricky.. fire the artillery guns at the X-7a "Left
    Field" Artillery Launch area, which will create a crater at the X-7b
    "Boom Town" Target Zone. Fast travel to said location and from where you
    appear head east, over a ruined car, and into the ruins of a white
    house.  To the north is a metal ramp running over the fence, go up it,
    and into the crater below. Inside is a footlocker, which contains this
    Well, this one is absurd, and I'll be honest, I didn't find this without
    help. Head into the X-13 Testing Facility - X-13 Stealth Testing Labs
    area. Head across the bridge to the east and once across, go through the
    northern door (the door has a terminal on the wall near it and may be
    locked [Hard] if this is your first time here.) Enter a hallway with a
    glowing floor and enter the first room to the north, with the "Reception
    Observation Area" sign near it. In this room, head across another metal
    bridge to the west until you reach a wall-terminal with a security
    camera over it. Along the wall to the south is a vent. Jump onto the
    ledge along the western wall, hugging the wall as you go. There's a
    'ledge' that can be navigated. Carefully walk south from the bridge to
    the vent and open the vent to find this recipe.
    Medicine Skill Book
    Find this recipe in Higgs Village, house #103. The recipe is upstairs,
    in the bedroom, on a shelf on a desk.
    Melee Weapons Skill Book
    You can find this recipe on the roof of the Y-0 Research Center. Jump up
    on the trucks near the building, then onto the roof. The disk is near
    the cliff face, by a duffle bag.
    Repair Skill Book
    In Higgs Village - house #00. Go upstairs and head into the room
    adjoining the three rooms to the north-west. Along the south-western
    end of this room you'll find a terminal on the wall. Go to the terminal,
    crouch, and turn to face the doorway to the north-west. You should see
    the recipe sitting between some of the electronics before the doorway.
    Science Skill Book
    This recipe is in Higgs Village, in house #102, upstairs in the bedroom,
    in the northern corner of the room on some electronics.
    Sneak Skill Book
    In the X-13 Stealth Testing Lab, on the lower floor, in the room in the
    south-eastern corner of the level. The book is on the ground between
    two refrigerators.
    Speech Skill Book
    You'll find this recipe in Higgs Village, house #104. It's upstairs, in
    a room full of Teddy Bears and broken mirrors, on top of a radio.
    Survival Skill Book
    In Little Yangtze. When you enter via the eastern gate, in the first
    tent to the north. This recipe is under a bed.
    Unarmed Skill Book
    In the Big MT West Tunnel, in a locked [Easy] room north-west of the
    |								       |
    |			Updates/Thanks {UPD001}			       |
    |								       |
    Version 1.01 Information: Completed 11/13/2010, (139,306 bytes)
    To all you crazy gamers who gave me such great advice and righteously
    chastised me for being ignorant, this is where you get yours. Credit
    where credit is due, right? I can't pretend that I found out everything
    in this guide on my own-well, I could, but then I'd be some kind of
    jerk.. Anyways, this is where I thank the people who helped bring this
    FAQ up to snuff, and where I make notes of the changes over the versions
    so we can all see just exactly how things have changed.
    Version 1.02 Notes						{UPD002}
    Immediately after GameFAQs got off of its lazy ass and posted this FAQ
    (seriously, how long does it take to add a 150kb FAQ?) I was met with a
    swarm of E-mails. The sheer fact that this FAQ received 13,000 hits in
    two days should say enough. Sure, it might not be a viral Youtube
    video, but it's certainly a faster pace than the rest of my FAQs hit.
    I guess it pays to post near the game launch, eh? Some were critical,
    most were complimentary, and all containing a few things I missed,
    alternative ways of doing things, or simply contrary opinions. I have
    read and responded to all the E-Mails I received (at least, to my
    knowledge anyways) and made a host of changes depending on the input
    you guys gave me. After all, the point of this FAQ isn't to necessarily
    have my ideas and my builds pushed on everybody-it is, to a large
    extent-to be accurate. Mistakes have been changed, alternative
    viewpoints considered (and added to the FAQ when they seemed to have
    merit.) However, keep in mind that the goal of this FAQ is to create a
    strong character, and even if you don't follow my advice, I hope to give
    you enough facts that you can make your informed decisions. Builds and
    play styles are pretty personal, and you can really make arguments for
    most any build. I try to be fairly neutral, but there are just some
    things this guide is tailored for-which is optimal efficiency. A
    character with a lot of skills, a strong combat presence and overall
    the ability to solve nearly every quest and get into nearly every
    area. For this reason I tend to exclude 'niche' builds that sacrifice
    playability in exchange for role-playing, or higher SPECIAL stats, or
    something else that I just don't feel coincide with the goals of this
    FAQ. If you wrote me a lovely E-mail and gave me a build idea or some
    other advice, that's great. The more ideas thrown at me, the better
    this guide will be. If I didn't put your ideas in here, that doesn't
    mean they weren't valid.. they just might not have been a good fit for
    this particular FAQ and the goals set out herein. Also, when multiple
    people E-mailed me about a problem, I typically credited the first
    person who pointed it out.. the rest of you will just have to be
    satisfied with the fact that you're in the (and many others) category.
    version 1.03 Notes						{UPD003}
    Version 1.03 is less essential of a change than Version 1.02 was.
    Honestly, V1.01 was horrible in a lot of ways. Mostly, V1.03 was adding
    IssacFrosts Energy Weapons build, putting in the locations of some of
    the more useful loot in the game (or at least some of the more easily
    obtained loot), and correcting some information. I had lots of school
    between the V1.02 and V1.03 FAQs, (being one semester away from
    graduating with a BA with two minors will do that) and there were lots
    of changes and errors I just didn't have time to make.. that and the
    fact that I hate releasing 'minor' updates, when possible. The V1.03
    FAQ just contains a lot more information on how to get your character
    off the ground, and few build 'revelations', something we can all be
    thankful for, I think.
    It's after school, and I finally went back to pay this FAQ some
    attention. I found a few problems, changed the rating of Strong Back
    and Pack Rat, and added the Tough Guy earnable Perk. It's not quite
    enough of a change to warrant V1.04 (I'm saving that for when I get
    around to buying some of the DLCs), but it's not insignificant enough
    to ignore.
    Ultimate Edition v1.01 Notes					{UPD004}
    Well, it's been over a year since I touched this-arguably the most
    successful and popular of my FAQs, mostly at the request of the readers
    of the original guide. It's been.. a busy year. Since the last update
    of the original guide I've graduated from college and started on my
    Master's degree, and in all honesty.. I just needed the time away from
    the game to get back in the mood to play it again. Also.. I was waiting
    for the Ultimate Edition to launch so I wouldn't have to bother buying
    all the DLCs (CDProjekt has it right-I have yet to pay for a single DLC
    that wasn't on a disc).. then I was being cheap and waiting for it to
    drop in price. Being a poor college student, however, my idea of 'cheap'
    is apparently lower than the market. Anyways, after some goading I
    eventually just paid the $30 for it off of Amazon.com. (Btw, sorry
    Bethesda/Obsidian, but I'm not buying a game new if the PC version has
    retarded DRM on it. If you want to force me to jump through hoops to buy
    your game, I'll buy the damn thing second-hand to ensure you don't see a
    dime of profit off of it. Forcing me to spend extra money on the
    Xbox 360 version just because I refuse to go through your online crap..
    jackasses..) Anyways, I bought it, played it, and fixed the guide around
    the new level cap, Perks, Traits, and gear. Aside from some (hopefully)
    minor tweaks, additions of things I still have yet to find, and other
    corrections.. I should be done with this guide and this game.
    Version 1.01 to 1.02 changes (11/27/2010) (170,216 bytes)	{UPD005}
      o=o	Fixed some bad math in the skill point section.
      o=o	Added Book information to skill point builds.
      o=o	Added some text on the effects of Charisma on companion's
      o=o 	Added some generic information regarding the use of skill
    	point boosting apparel.
      o=o	Changed the description and/or ratings of the Good Natured
    	trait, and the Hand Loader, Ninja, and Pyromaniac perks.
      o=o 	Fixed some typos and dinosaurs.
      o=o	Vastly increased the number of books found, improved vague
    	directions to books, and edited the skills section by adding
    	the possible number of skill points obtained by books into
    Version 1.02 to 1.03 changes (3/15/2011) (218,493 bytes)	{UPD006}
      o=o	Removed the Respec exploit.
      o=o	Confirmed various exploits and glitches, hoping to avoid posting
    	false info (see above.)
      o=o	Added IssacFrost's exhaustive Energy Weapons build.
      o=o   Reorganised the "Implant" section (formerly {IMPxxx} and made
    	the "Getting Started in the Mohave" section {MOHxxx} in its
      o=o	Added numerous weapon and armor locations, for those of you who
    	hear of all the weapons the various builds talk about, but have
    	no clue have to find them.
      o=o   Added the 'Tough Guy' Perk.
      o=o	Removed the Intensive Training (Luck) pick as the first Perk.
    	I've long since been using Black Widow, instead. Also, with a
    	starting Luck of 9, an implant, and Intensive Training, how do
    	I end up with 10 Luck? That's right, the max is 10, and 9 + 2
    	doesn't equal 10. (Note: Intensive Training is still a decent
    	Perk pick at level 2, but with a starting Luck of 9, it's not
    	what I'm looking for.)
      o=o	Re-rated the Strong Back and Pack Rat perks, due to their
    	helpfulness in Hardcore mode games where the goal is to actually
    	play-not just beat-the game.
      o=o	Edited the 'Four Eyes' trait, due to user feedback revealing
    	that it is really not a good idea to pick with this build.
    Ultimate Edition Version 1.01 Changes (11/22/2012), 		{UPD007}
    				      (286,065 bytes)
      o=o	Revamped the build (and hence, the entire guide) to present my
    	personal power-gamey build with the DLCs installed.
      o=o   Changed the word 'grade' with 'rating', as it makes me seem like
    	less of a professor-douche. Grades seem more objective, ratings
    	seems more subjective, and all that.
      o=o	Re-rated Attributes, Traits, and Perks as necessary. Skills are
    	no longer rated, since we can (and should) max them all at 100.
      o=o	Added new Traits and Perks into the guide.
      o=o	Added the 'Hardcore Mode Blues' section, to give some pointers
    	on surviving in Hardcore mode.
      o=o	Added the 'Why Get the Monocyte Breeder Implant' subsection to
    	(belatedly) defend my decision to get that implant.
      o=o	Added the 'Workbench Crates' subsection to the guide.
      o=o	Added the 'Skill Book Recipes' subsection to the guide.
      o=o	Deleted the 'Suggested Scores' from the Skills section, as it's
    	just not necessary for a build that intends to get all Skills up
    	to 100.
      o=o	Deleted the 'Apparel and Skills' entry from the Skills
    	section. Again, if you max all your skills, you don't need to
    	worry about what to wear to boost your skills.
      o=o	Deleted IssacFrost's Energy Weapons build, as it's patently
    	out-dated in the Ultimate Edition. If I can get him to send me
    	an updated version of his build, it will be added again.
      o=o	Replaced the builds in the 'My Personal Build, Perks' section.
    	This power-gamey build is not so specialized as to bother
    	discussing separate builds anymore. Instead, the section has
    	been replaced by some suggestions for how to spend the last few
    	perks.. when all the great, general perks have long since been
      o=o	Added many new skill books, both ones I just didn't find in the
    	original game, and new skill books found within the expansions.
      o=o	Added index headings to the individual book types, for ease of
      o=o	Expanded the search tags for the Updates/Thanks section of the
    	guide, as it's actually getting to be quite big. The community
    	for this game was absolutely awesome.. just look at how many
    	people helped with this guide!
      o=o	Checked and revised all the glitches/exploits, to ensure that
    	they were still valid for the Ultimate Edition. The infinite
    	experience exploit with Keith at the Aerotech Office Park and
    	the Vault 11 exploit have been fixed (and thus, removed from
    	this guide), and gambling has been severely nerfed.
    Special Thanks to:						{UPD008}
      o=o	My fiancť, for dutifully hovering around as I wrote this FAQ,
    	created build after build, and always told her 'this is the
    	last one'. She really helped morale by telling me she was going
    	to wait 'until I figured it out' before she made a character.
    	She has, as of yet, to bother playing the game.
      o=o 	Shimagami, (and many others) for pointing out that the Good
    	Natured trait can be exploited to score some extra skill
      o=o	David Streitman (and many others) for pointing out the fact
    	that I left a reference to Rivet City in the guide.
      o=o	Sean Johnson, for pointing out that I was a moron for making a
    	Guns build without the Hand Loader perk, and for pointing out
    	that the Sniper Rifle owns the Anti-Material Rifle.
      o=o	Adam Lowe, for pointing out a problem with my Charisma score
    	in the build.
      o=o	Keith Causin, for pointing out exactly what Charisma does in
    	regards to companion's nerve. Also for putting forward the idea
    	of wearing clothes to boost checked skills, grabbing the
    	Pyromaniac perk to boost the Shishkebab-melee build, and for
    	pointing out some problems with the Ninja perk.
      o=o	Leon Kennedy, for saying that my guide was "more helpful" than
    	the official guide, and for giving me the locations of all the
    	books in the game. What a great guy!
      o=o	Mark, for pointing out a infinite experience glitch.
    	Hey, it never hurts to stay informed, right?
      o=o	Paul Williamson, for also showing me where all the books were
    	located. Sometimes it just helps getting two descriptions of
    	where something is to find it.
      o=o   Roberto Moutran, for telling me that you can grab some Combat
    	Armor at Durable Dunn's Sacked Caravan on your way to New
      o=o   Mr. Galindo, for pointing out a contradiction with the Luck
    	attribute in the build and in the descriptive paragraph for
      o=o	Mr. J. Kelemen, for letting me know that the 'Four Eyes' trait
    	is really not a good investment with my build. To be fair,
    	there's a reason it was given a two-star rating (as compared to
    	Small Frame, which *originally* a five-star), but for not
    	checking myself and warning the rest of you that picking 'Four
    	Eyes' is essentially choosing to lower your Perception by one
    	point for determining what perks you can choose, I apologize.
      o=o	John Mickey, for looking at fallout.wikia.com and finding out
    	that Math Wrath is slightly better than Action Boy. Most
    	importantly, the correct functioning of Action Point
    	regeneration has now been noted in this FAQ.
      o=o	DarthTwitch and the rest of the HaeravonFAQs Facebook company,
    	for harassing me until I bought the Ultimate Edition and made
    	this much-needed update. Hope I didn't disappoint.
      o=o	Ken Egervari, for valiantly defending the Brush Gun, Jury
    	Rigging, and for doing stellar statistical work breaking down
    	the damage of the better weapons in the game to show which ones
    	were up to snuff. For more information than my guide offers on
    	weapons, check out his FAQ on Gamefaqs.com. My FAQ will tell
    	you what weapons to build your character around, but his tells
    	you why.
      o=o	IssacFrost, for his continued correspondance following from
    	Fallout 3 to Fallout: New Vegas. Both of our tentative
    	pre-release builds for this game weren't able to hold water in
    	the end, but it was still extremely valuable to have somebody
    	to bounce ideas off of. Although his Energy Weapons build might
    	be gone, he still deserves special recognition for how much he
    	helped get this guide off the ground.
    			   ***END OF FILE***