Fallout: New Vegas - Perks

The perks and traits that define a New Vegas build. A perk is taken every other level from level two and is gated by an attribute and a skill threshold, while the two traits chosen at character creation each trade a real penalty for a bonus. The list below covers the perks that actually change how a...
of 33 entries · updated 2026-09-15
Name Type Description Rank Source
Intense Training Perk One extra point in any S.P.E.C.I.A.L. attribute per rank, up to ten ranks. 10 ranks Level 2, repeatable every level
Swift Learner Perk Adds ten percent experience per rank, which front-loads the level curve. 3 ranks Level 2, Intelligence 4
Educated Perk Two extra skill points per level for the rest of the game, which compounds into dozens of points by the endgame. 1 rank Level 4, Intelligence 4
Comprehension Perk Doubles the skill points from reading skill magazines, which turns a collection of cheap magazines into a real progression shortcut. 1 rank Level 4, Intelligence 4
Lady Killer / Confirmed Bachelor Perk Ten percent more damage against, and unique dialogue options with, one half of the wasteland's population. 1 rank Level 2, Charisma 4
Rapid Reload Perk Cuts reload time by a quarter for every weapon. 1 rank Level 2, Agility 5
Hand Loader Perk Unlocks hand-loaded ammunition recipes at a reloading bench and improves their quality, which is the single biggest damage increase available to a Guns build. 1 rank Level 6, Repair 70
Shotgun Surgeon Perk Ignores ten points of damage threshold with every shotgun pellet, which is how a shotgun stops being useless against armour. 1 rank Level 6, Guns 45
And Stay Back Perk Gives shotgun pellets a chance to knock enemies down, a crowd-control effect no other guns build gets. 1 rank Level 10, Guns 70
Cowboy Perk Adds a quarter damage with revolvers, lever-action rifles, knives, hatchets and dynamite. 1 rank Level 8, Guns 45, Melee Weapons 45
Grunt Perk Adds a quarter damage with the NCR's service rifle, assault carbine, marksman carbine, 9mm pistol and submachine gun family, plus combat knives. 1 rank Level 8, Guns 45, Explosives 20
Finesse Perk Five points of critical chance on every weapon, which is huge in a game where criticals multiply rather than add. 1 rank Level 10, Agility 6
Better Criticals Perk Increases critical hit damage by half. Combined with Finesse and a high-critical weapon such as Lucky or Paciencia, it is the core of the game's highest single-target damage. 1 rank Level 16, Luck 6, Perception 6
Sniper Perk Raises the chance of a head shot in V.A.T.S. 1 rank Level 12, Perception 6, Agility 6
Commando Perk Improves accuracy with rifles and one-handed guns in V.A.T.S. 1 rank Level 8, Agility 6
Living Anatomy Perk Adds five percent damage to humans and ghouls and lets the player see their health, which is quietly one of the best information perks in the game for a combat build. 1 rank Level 8, Medicine 70
Jury Rigging Perk Repair any item with a similar item from the same category rather than an exact copy, which effectively solves weapon upkeep. 1 rank Level 14, Repair 90
Chemist Perk Doubles the duration of every chem, from Jet to Turbo, which is the difference between a drug being a panic button and a real combat tool. 1 rank Level 14, Medicine 60
Robotics Expert Perk Lets the player shut down or hack robots, including Securitrons and sentry bots, with a sneak interaction. 1 rank Level 12, Science 50
Silent Running Perk Allows running while sneaking, which is the single most useful movement perk for a stealth build and the reason a sniper can reposition after a shot without being heard. 1 rank Level 12, Agility 6, Sneak 50
Ninja Perk Adds a quarter damage to melee and unarmed sneak attacks and improves critical chance with thrown weapons, making it the capstone of a stealth assassin build. 1 rank Level 20, Sneak 80, Melee Weapons 80
Piercing Strike Perk Ignores fifteen points of damage threshold with unarmed and melee attacks, which is what makes fists and blades work against power armour and deathclaws. 1 rank Level 12, Unarmed 70
Slayer Perk Speeds up melee and unarmed attacks by a third, turning a slow super sledge or power fist into something that can trade hits with a Legion assault squad. 1 rank Level 24, Agility 7
Grim Reaper's Sprint Perk Restores twenty action points on every kill made in V.A.T.S., which lets a chain of kills continue without leaving the targeting view. 1 rank Level 20, Luck 8
Mysterious Stranger Perk A stranger in a trench coat appears in V.A.T.S. 1 rank Level 10, Luck 6
Solar Powered Perk Two points of Strength and two hit points per second of regeneration while standing in direct sunlight, which makes daytime Mojave travel effectively free healing. 1 rank Level 20, Endurance 7
Explorer Perk Reveals every marked location on the map, including the map markers that require a discovery. 1 rank Level 20
Wild Wasteland Trait Turns on the game's cut content and joke encounters, from the aliens in the northern crater to the Holy Hand Grenades and the strange references hiding in the Mojave. 1 trait slot Chosen at character creation
Built to Destroy Trait Adds three points of critical chance across the board at the cost of faster weapon degradation. 1 trait slot Chosen at character creation
Small Frame Trait One extra point of Agility for a quarter less carrying capacity, a trade that is almost always worth taking for a light build and painful for a heavy weapon collector. 1 trait slot Chosen at character creation
Four Eyes Trait One extra point of Perception while wearing glasses, and one point lost without them. 1 trait slot Chosen at character creation
Heavy Handed Trait Adds twenty percent melee and unarmed damage but cuts critical hit damage by sixty percent, making it a trap for a critical build and a fine pick for a pure bruiser. 1 trait slot Chosen at character creation
Fast Shot Trait Increases the fire rate of guns and energy weapons by a fifth while widening their spread, which suits close-range automatic play and ruins a sniper build. 1 trait slot Chosen at character creation
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