Fallout New Vegas: Ultimate Edition



171 Results For PERK:DESC 250 Max
Advanced technology from the Commonwealth has increased your reaction speed, giving you a higher chance to hit in V.A.T.S.
After an experimental treatment, intense radiation keeps your body operating at peak performance regardless of crippling injuries... right up until death. When you suffer from Advanced Radiation Poisoning, crippled limbs automatically regenerate.
After sleeping in a safe bed, you will wake well rested. You earn 10% more experience points for several hours.
All Melee Weapons (except thrown) and Unarmed attacks have a chance of knocking your target down.
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.
At the first rank of this perk, animals simply won't attack. At the second rank, they will actually come to your aid in combat, but never against another animal.
By relying on the dirty unarmed fighting tricks of the Great Khans, you can throw dust into the eyes of your enemies, temporarily stunning them. Perform a Power Attack while moving left or right to execute the Khan Trick.
Caesar's elite cadre of bodyguards, the legendary praetorians, use an aggressive Legion Assault to brutalize enemies. Perform a Power Attack while running forward to execute the Legion Assault.
Cass does 15% more damage with all Guns.
Cass has +50 hit points.
COMPANION ONLY - Veronica gains +4 DT.
COMPANION ONLY - Veronica's Unarmed attack rate goes up by 30%.
COMPANIONS ONLY * Mult Weap DAM 0.75 * Mult Target DT 0.75 * Decrease Carry Weight 75 * Increase DR 33%
Due to your small size, you have +1 AGL but your limbs are more easily crippled.
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.
From Frag Grenades to Throwing Spears, you can throw weapons 30% faster at the cost of 25% less range.
From the humble Laser Pistol to the mighty Gatling Laser, you do +15% damage and have +10% chance to critically hit with any laser weapon.
Having the Chem Resistant perk means you're 50% less likely to develop an addiction to chems, like Psycho or Jet.
If you kill a target in V.A.T.S., 20 Action Points are restored upon exiting V.A.T.S.
In combat, you do +10% damage against female opponents. Outside of combat, you'll sometimes have access to unique dialogue options when dealing with the opposite sex.
In combat, you do +10% damage against female opponents. Outside of combat, you'll sometimes have access to unique dialogue options when dealing with the same sex.
In combat, you do +10% damage against male opponents. Outside of combat, you'll sometimes have access to unique dialogue options when dealing with the opposite sex.
In combat, you do +10% damage against male opponents. Outside of combat, you'll sometimes have access to unique dialogue options when dealing with the same sex.
In combat, you do +75% Critical Damage against animals and mutated animals.
In some conversations, you gain the ability to initiate combat while terrifying a mob of opponents, sending them fleeing away for safety.
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.
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.
Meltdown causes foes killed by your Energy Weapons to give off a corona of harmful energy. Note: this can cause a chain reaction.
Piercing Strike makes all of your Unarmed and Melee Weapons (including thrown) negate 15 points of Damage Threshold on the target.
Pulling the legs off ants suits you well. You gain a damage bonus against insects.
Quick Draw makes all of your weapon equipping and holstering 50% faster.
Quite an arm you've got there. All thrown weapons fly farther and faster for you.
Rad Resistance allows you to -- what else? -- resist radiation. This perk grants an additional 25% to Radiation Resistance.
Rapid Reload makes all of your weapon reloads 25% faster than normal.
Raul's rate of fire with revolvers and lever action firearms is 33% faster than normal.
Reduce the AP Cost of Unarmed Attacks in VATS.
Repeatedly breaking bones has led them to become stronger (somehow).
Scribes in the Brotherhood of Steel are often not well-trained in the combat use of the high-tech gear employed by Paladins. They rely on unarmed defensive moves like the Scribe Counter to keep enemies at bay. Perform a standard attack out of a block hit reaction to execute a Scribe Counter.
Something about your presence dampens others' desires to exceed. Any enemy's chance of getting critical hits on you is reduced by 50%.
The Child at Heart perk greatly improves your interactions with children, usually in the form of unique dialogue choices.
The essence of champions flows through your veins. When you cannibalize corpses, you temporarily gain Caesar's intelligence, Mr. House's luck, The King's charisma, and President Kimball's strength.
The Flamer that burns twice as bright burns half as long. All weapons have +3% chance to Critically Hit, but equipment condition decays 15% faster.
The Here and Now perk immediately grants an additional experience level, complete with all the advantages that brings.
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.
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.
The Run 'n Gun perk reduces accuracy penalties with one-handed Guns and Energy Weapons while walking or running.
The slayer walks the earth! The speed of all Melee Weapons and Unarmed attacks is increased by 30%.
The Tag! perk allows you to select a fourth Skill to be a Tag skill, which instantly raises it by 15 points.
There's nothing abominable about your damage bonus against Abominations.
This perk allows you to regain health by consuming Bloodpacks.
This recipe allows you to make Rose's famous deathclaw omelet!
This recipe allows you to make Ruby's spicy casserole.
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.
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.
Weapon Strength Requirements are now 2 points lower than normal for you.
When caught without their weapons, NCR's rangers rely on the Ranger Takedown to quickly incapacitate opponents. Perform a Power Attack while moving backwards to execute a Ranger Takedown.
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.
When you choose the Explorer perk, every location in the world is revealed on your map. So get out there and explore!
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.
While Arcade is a companion, the player regains more health from all sources.
While Boone is a companion, hostile targets are highlighted whenever the player is actively aiming.
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.
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.
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.
While Raul is a companion, the Condition of weapons and armor decays 75% slower.
While Raul is a companion, the Condition of weapons and armor decays more slowly.
While Rex is a companion, unequipped chems, firearms, and ammunition within a short distance are highlighted when you zoom the camera.
While using a pistol (or similar one-handed weapon), your accuracy in V.A.T.S. is significantly increased.
While using a rifle (or similar two-handed weapon), your accuracy in V.A.T.S. is significantly increased.
While using Guns and Energy Weapons, you fire 20% more quickly but your shots are 20% less accurate.
While using Guns and Energy Weapons, you fire 20% more slowly but are 20% more accurate.
While Veronica is a companion, the player can craft Workbench items through Veronica's dialogue.
While wearing any type of glasses, you have +1 PER. Without glasses, you have -1 PER.
While wearing light armor or no armor, you run 10% faster.
Wild Wasteland unleashes the most bizarre and silly elements of post-apocalyptic America. Not for the faint of heart or the serious of temperament.
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.
With each rank in the Swift Learner perk, you gain an additional 10% to total Experience Points whenever Experience Points are earned.
With each rank of this perk, all of your explosive weapons do an additional 20% damage.
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.
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.
With Paralyzing Palm, you will sometimes perform a special V.A.T.S. palm strike that paralyzes your opponent for 30 seconds. Note that in order to perform the Paralyzing Palm, you must be completely unarmed.
With the Action Boy perk, you gain an additional 15 Action Points to use in V.A.T.S.
With the Action Girl perk, you gain an additional 15 Action Points to use in V.A.T.S.
With the Adamantium Skeleton perk, your limbs only receive 50% of the damage they normally would.
With the Better Criticals perk, you gain a 50% damage bonus every time a critical hit is scored on an opponent.
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.
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 nature.
With the Chemist perk, any chems you take last twice as long.
With the Comprehension perk, you gain double the bonus from reading magazines and one additional point from skill books.
With the Dine and Dash perk, when you're in Sneak mode, you gain the option to take corpse parts for eating at a later time.
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 effectiveness.
With the Entomologist perk, you do an additional +50% damage every time you attack a mutated insect, like the Radroach, Giant Mantis, or Radscorpion.
With the Fast Metabolism perk, you gain a 20% Health bonus when using Stimpaks.
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.
With the Fortune Finder perk, you'll find considerably more bottle caps in containers than you normally would.
With the Intense Training perk, you can put a single point into any of your S.P.E.C.I.A.L. attributes.
With the Lead Belly perk, you take 50% less radiation when consuming irradiated food and drink.
With the Life Giver perk, you gain an additional 30 Hit Points.
With the Light Step perk, you'll never set off an enemy's mines or floor-based traps.
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.
With the Nerves of Steel perk, you regenerate Action Points much more quickly than you normally would.
With the Pyromaniac perk, you do +50% damage with fire-based weapons, like the Flamer and Shishkebab.
With the Rad Absorption perk, your radiation level slowly decreases on its own over time.
With the Retention perk, the bonuses granted by skill magazines last three times as long.
With the Robotics Expert 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.
With the Scrounger perk, you'll find considerably more ammunition in containers than you normally would.
With the Silent Running perk, running no longer factors into a successful sneak attempt.
With the Sniper perk, your chance to hit an opponent's head in V.A.T.S. is significantly increased.
With the Solar Powered perk, you gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost Health.
With the Strong Back perk, you can carry 50 more pounds of equipment.
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.
You are a true friend of the night. Your eyes adapt quickly to low-light conditions indoors and when darkness falls across the wasteland.
You are able to optimize your Pip-Boy's V.A.T.S. logic, reducing all AP costs by 10%.
You do 25% more damage when using any revolver, lever-action firearm, dynamite, knife, or hatchet.
You don't fool around with fancy trick shots. Straight to the midsection and down they go. In VATS, you do an additional 15% damage with attacks targeting the torso.
You gain +5 Damage Threshold against all Melee Weapons and Unarmed attacks and cannot be knocked down in combat.
You gain a damage bonus against everything, because you like killing everything.
You gain enhanced effects from Rad-Away.
You grind the gears of the machines and gain a damage bonus against robots.
You hack just a little faster.
You handle animals really well when they are dead and gain a damage bonus against the living ones.
You have +10 Action Points but your reckless nature causes you to have -2 Damage Threshold.
You have learned how to pack mountains of gear for the Long Haul. Being over-encumbered no longer prevents you from using Fast Travel.
You have learned the value of careful packing. Items with a weight of 2 or less weigh half as much for you.
You have received the specialized training needed to move in any form of Power Armor.
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.
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.
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.
You truly are a rad child. As you go through the increasingly devastating stages of radiation sickness, you will regenerate more and more health.
You wrote the book on how to survive in the Wasteland, and have shared your secrets with humanity. You've gained +6% bonus to Poison Resistance & Radiation Resistance, and +3% bonus to Critical Chance.
You wrote the book on how to survive in the Wasteland, and have shared your secrets with humanity. You've gained +6% bonus to Poison Resistance & Radiation Resistance, and 6 points to both the Speech and Sneak skills.
You wrote the book on how to survive in the Wasteland, and have shared your secrets with humanity. You've gained +6% bonus to Poison Resistance and Radiation Resistance, and +15 points to maximum Health.
You wrote the book on how to survive in the Wasteland, and have shared your secrets with humanity. You've gained +6% bonus to Poison Resistance and Radiation Resistance, and 6 points to both the Medicine and Science skills.
You wrote the book on how to survive in the Wasteland, and have shared your secrets with humanity. You've gained +6% bonus to Poison Resistance, Radiation Resistance and Damage Resistance.
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.
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 20%.
You're laser-crazy and it shows! Minor bonus to critically hit with all laser weapons.
You've been exposed to Harold's mutation and your skin is now as hard as tree bark. As a result, you've gained a permanent +5% to Damage Resistance.
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.
You've been tested in some of the most dangerous parts of the wastes, and you're still alive to tell the tale. You've gained +2% bonus to Poison Resistance & Radiation Resistance, and 2 points to both the Speech and Sneak skills.
You've been tested in some of the most dangerous parts of the wastes, and you're still alive to tell the tale. You've gained +2% bonus to Poison Resistance and Radiation Resistance, and +5 points to maximum Health.
You've been tested in some of the most dangerous parts of the wastes, and you're still alive to tell the tale. You've gained +2% bonus to Poison Resistance and Radiation Resistance, and 2 points to both the Medicine and Science skills.
You've been tested in some of the most dangerous parts of the wastes, and you're still alive to tell the tale. You've gained +2% bonus to Poison Resistance and Radiation Resistance, and a +1% bonus to Critical Chance.
You've been tested in some of the most dangerous parts of the wastes, and you're still alive to tell the tale. You've gained +2% bonus to Poison Resistance, Radiation Resistance and Damage Resistance.
You've been tested in some of the most dangerous parts of the wastes, and you've not only survived - you've learned a few things. You've gained +4% bonus to Poison Resistance & Radiation Resistance, and 4 points to both the Speech and Sneak skills.
You've been tested in some of the most dangerous parts of the wastes, and you've not only survived - you've learned a few things. You've gained +4% bonus to Poison Resistance and Radiation Resistance, and +10 points to maximum Health.
You've been tested in some of the most dangerous parts of the wastes, and you've not only survived - you've learned a few things. You've gained +4% bonus to Poison Resistance and Radiation Resistance, and 4 points to both the Medicine and Science skills.
You've been tested in some of the most dangerous parts of the wastes, and you've not only survived - you've learned a few things. You've gained +4% bonus to Poison Resistance and Radiation Resistance, and a +2% bonus to Critical Chance.
You've been tested in some of the most dangerous parts of the wastes, and you've not only survived - you've learned a few things. You've gained +4% bonus to Poison Resistance, Radiation Resistance and Damage Resistance.
You've done enough chems to know how to hang on to the effects just a while longer.
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.
You've slowed things down enough to gain additional time when using Turbo.
Your attacks do much less damage to companions, allowing you to liberally spray an area with reckless abandon.
Your body has been genetically enhanced with the perception and flame resistance of the Grayditch Fire Ants! Your Perception has increased by 1 and you are now 25% resistant to fire.
Your body has been genetically enhanced with the strength and flame resistance of the Grayditch Fire Ants! Your Strength has increased by 1 and you are now 25% resistant to fire.
Your central nervous node has been enhanced with the Reflex Booster, increasing your Agility by 1.
Your cerebral cortex has been enhanced with the Logic Co-Processor, increasing your Intelligence by 1.
Your extensive familiarity with Explosives allows you to ignore a portion of their damage. Your Damage Threshold is increased by 25 against any and all Explosives -- even your own.
Your frequent water consumption has led to improved benefits from drinking hydrating fluids.
Your frontal lobe has been enhanced with the Probability Calculator, increasing your Luck by 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.
Your melee and unarmed attacks do more damage, but less critical hit damage.
Your muscle mass has been enhanced with the Hypertrophy Accelerator, increasing your Strength by 1.
Your nervous system has been enhanced with the Nociception Regulator, increasing your Endurance by 1.
Your optic nerve has been enhanced with the Optics Enhancer, increasing your Perception by 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.
Your prefrontal cortex has been enhanced with the Empathy Synthesizer, increasing your Charisma by 1.
Your regenerative ability has been enhanced by the PHOENIX Monocyte Breeder implant, causing you to slowly regenerate lost hit points.
Your savvy at Mutant killing grants you a damage bonus to killing them.
Your skin has been toughened by the NEMEAN Sub-Dermal Armor, increasing your total Damage Threshold by 4.
Your special VATS friends have gotten used to helping you out and will strive to do so more often.


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