04.09.2019
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  1. Fallout New Vegas Recommended Perks

Holy crap! The time has almost arrived - Fallout 4!

Not long ago we counted down the top 11 missions in Fallout 3, which you may want to read before moving forward. Anyway, there's no better time to look back at previous Fallout games, plus it can help serve as a reminder as to why we love the series so much.

So today we're going to look back at the very best missions from Fallout: New Vegas, a game every bit as awesome as Fallout 3, maybe even better.

11. Ghost Town Gunfight

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We're starting with a somewhat straightforward mission but one that set the tone for everything to come. 'Ghost Town Gunfight' is one of the first missions in New Vegas, not long after your character wakes up from being shot in the head.

Upon entering the dusty town of Goodsprings, you learn that a guy by the name of Ringo stumbled through recently and said he was being chased by a gang known as the Powder Gangers. From here you can choose to help Ringo (possibly with the townsfolk) and fight off the Powder Gangers when they come to Goodsprings, or you can side with the Powder Gangers and gain their respect.

You don't know it at the time but this early mission telegraphs what is to come - choosing sides and fighting to liberate or crush the good people of the Mojave.

10. Come Fly With Me

I know not everyone loves this mission, particularly because it is a lot of 'go here, get that, come back, go again.' However, the pay-off to this quest is one of the most memorable in the entire game.

The plot begins when you reach the REPCONN Test Site and are greeted by a gravelly voice on the intercom. Eventually you meet up with the voice and it is that of Chris Haversam, a deluded human man living with ghouls. The leader of the ghouls, Jason Bright, explains that he, Chris, and the ghouls have been planning for years to reach the 'sacred place.' Where that is, exactly, is debatable but the common assumption is the Moon. Anyway, you have to clear the facility of Nightkin, find atomic fuel, fix the rocket thrusters, and bring 3 Sugar Bombs, in order to get the rockets working.

Once the rockets are in working order you have the duty/joy of telling jerk Haversam that he cannot accompany the ghouls on their journey. Then you make your way to the viewing platform and initiate the launch sequence. Watching the roof open up and the rockets take off is the type of sight rarely seen in Fallout, and it gave you the feeling that you'd accomplished something. Sadly one of the rockets thrusters malfunctioned and it flew off in a different direction and likely crashed but that only made the mission more memorable.

9. One For My Baby

And for the third mission in the list we have another from early in the game. After leaving Goodsprings you ventured off into the wasteland to discover, survive, and hunt Benny. On the way from Goodsprings to New Vegas, you most likely encountered the motel shanty-town of Novac, I mean, it's pretty hard to miss with that giant dinosaur at the gate.

Despite being one of the smaller towns in the game, Novac is chock full of zany characters, bizarre goings-ons, and great quests. The most important quest of all though is 'One For My Baby' -- which sees you get a companion, assuming you play it properly that is.

So you enter the Dinosaur and go up to the mouth, which is wisely being used as a watchtower. The night guard is a surly guy named Boone, who isn't much of a talker. Eventually you will find out that Boone is pissed because his wife was sold to slavers, and he wants you to find out who in Novac made the deal. Long mission short, you steal the slaver bill of sale from the safe at the front desk of the Dino Dee-Lite motel. Once you find out who sold Boone's wife you can lure them out in front of the dinosaur, wearing Boone's beret so that he knows, and allow him to snipe the persons head off.

Not only is this a very cool mission that involves slave trading, espionage, treachery, and murder, but it results in you getting a companion that can shoot from long-distance.

Birds of a Feather

'Birds of a Feather' is a mission in which you have a short-lived career as a bouncer, then trek far across the Mojave in search of a female companion, who you then send to her death, and finally oversee a weapons deal that turns south.

The Van Graff's are one of the main gangs on the New Vegas Strip, and 'Birds of a Feather' is your primary altercation with them. The reason this mission makes the list is because of how morally grey it leaves you feeling -- should you really have fooled Rose of Sharon Cassidy into coming with you, only to get her killed? Of course you have the choice to fight the Van Graff's but that option is basically suicide and Cass usually dies anyway.

'Birds of a Feather' encapsulates the Fallout experience; making difficult choices that might leave you feeling dirty afterwards but which ultimately benefit you.

For Auld Lang Syne

This mission can be a tricky one to trigger, and as such it can be easily missed. To start this mission you must have Arcade Gannon as your companion and he has to trust you (with 2 trust points). The mission also only begins when you've reached a certain point in the main quest. Eventually, should all those stars align, Arcade will tell you about his old pals in the now-defunct Enclave, who could help out the NCR in the battle for Hoover Dam.

So the quest consists of you travelling across the wasteland and trying to find and recruit Arcade's buddies. You will likely meet one or more of these citizens on your journey but you will have to go to Novac, Jacobstown, Cannibal Johnson's cave, Westside, and NCR Sharecropper Farms. Once you've rounded up the remnants and meet up at the old bunker, they ask if you want them to aid you against the Legion, or the NCR. Whichever option you choose will make one or two different characters leave and you can't change that.

So this is another mission that sees you recruiting for the big upcoming battle with the NCR or the Legion, or both, at Hoover Dam. This is a fun one that is easily missable but it has genuine ramifications on the endgame and your companion.

Nothin' But A Hound Dog

This here is another mission that you may not see on too many 'Top 10' lists but it makes our list (of 11) because of the freedom of choice it offers and the outcome.

The mission begins when you talk to The King at his School of Impressions on the New Vegas Strip. The King tells you that there's something wrong with his dog, Rex, and asks you to speak to Julie Farkas. Once you've spoken to her you will be off for a trek up the mountain to meet Dr Henry. The doctor at Jacobstown explains that Rex needs a new brain. From here you can choose one of four new brains, from living dogs in the wasteland, each giving you various perks.

The first brain is at the Gibson scrap yard, which can be bought for 700 caps or, of course, by force. This brain will give Rex +25 attack damage and the Faithful Protector perk. The next brain belongs to a mutt by the name of Violetta. This brain offers +50 movement speed and can only be obtained via murder. The third belongs to Lupa, a regal dog owned by The Legion. Should you want Lupa's brain, which grants Rex a +10 damage threshold, you must fight her in the arena with nothing but a machete. The final brain is that of an NCR guard dog that is only available at a particular time and grants no bonuses.

Once you choose the brain and obtain it, Dr. Henry will implant it in Rex and give him a new leash of life. See what I did there. Horrible puns aside, the quest ends with The King allowing you to take Rex with you as a permanent companion and, truth be told, he's probably the best one in the game.

Volare!

There's a few missions in the Fallout series that I regard highly because, during the mission, things happen within the world that seem impossible. Basically, the wasteland in the Fallout games is very static and unchanging - there are no weather effects, no set-pieces, and it all looks fairly drab. So when things do happen in the world, it always takes me by surprise - blowing up Megaton being a good example.

One of these moments happens in 'Volare!', although on a smaller scale. So once you've gained the trust and good will of the Boomers faction, old Pearl will tell you about the dream she has of raising the old B-29 bomber from the seabed where it lies. From here you talk to a few around Nellis Air Base and get the necessary equipment to go raise the B-29, including a rebreather that allows you to swim indefinitely. Then you go to the spot on the map where the plane is said to be, swim down and find the old girl in her resting place. After attaching ballasts to both wings you swim back to shore and hit the detonator; there's the dull boom of an explosion, and seconds later the B-29 bursts through the surface.

I was expecting to attach the ballasts, then head back to Pearl and have her tell me the plane was retrieved. However I got to see the plane rise from the grave and rest on the water, it was a really simple thing compared to games like Uncharted, Call of Duty or Tomb Raider, but that's part of the brilliance of Fallout, a world where the small becomes meaningful. This mission is made even more important and memorable when, during the fight for Hoover Dam, you get to see the B-29 fly overhead in all her glory and drop bombs..but more on that later.

Ring-a-Ding-Ding!

This mission is all about justice and revenge. There are a lot of better missions in Fallout: New Vegas but few feel as satisfying as 'Ring-a-Ding-Ding!'

After chasing Benny, the douche that shot you at the beginning of the game, you find out that he's at the Tops Casino, and once you gain entrance to the Strip you can confront him. But, seeing as this is Fallout, you don't have one option, you have several. You can run in and immediately shoot Benny in the face, which I'm sure many did. Players can speak with the casino owner, present evidence of Benny's guilt, and get him taken care of. You can also talk to the coward, who asks you to meet him upstairs to discuss a deal - which he of course does not show up to. Instead his goons do while he tucks tail and runs to Caesar's Legion.

Personally I was a fool and agreed to speak to him upstairs. After killing his goons I was enraged even further and made it my mission in (Fallout) life to kill the rat. When you arrive at Caesar's Legion you discover Benny, kneeling on the floor, hands tied. Caesar offers for you to kill him there and then, or to throw him into the arena with you and fight man-to-man. I chose the latter and beat Benny with my bare hands. I was more than satisfied with this option and hearing his smart-aleck quips as I punched his stupid face was the best end to the bitter rivalry.

Arizona Killer

In how many games do you get to kill an important political figure? Well, quite a few actually. However the mission 'Arizona Killer' is a fairly unique one, for Fallout anyway.

The mission begins with Caesar giving you instructions to off the New California Republic President, Aaron Kimball. After receiving some armour and suggestions to rig a bomb, you make your way to the Dam and, Assassin's Creed style, blend into the crowd. Before Kimball lands on the stage you have some time to decide how you want to kill him, and prepare to do so.

The ways you can kill Kimball are vast and fun to do over and over. Of course you can take the classic sniper approach and pick off Kimball from a distance. However, there's a number of very creative options you can choose from. For example, you can use your science skill to rig an anti-aircraft gun to shoot down his Vertibird before it lands. You can also sabotage the Vertibird's computer system, so that it crashes when it attempts to take off. Other options include planting a bomb on the Vertibird, sneaking up on him using a Stealth Boy and using a good 'ole Power Fist, using a Fat Man from distance, or even planting C4 in an NCR soldier's hat, who is being decorated by Kimball, and detonating it when they're shaking hands.

This is a fantastic mission that gives the player a plethora of choices, some quick and easy, others more challenging, and some downright hilariously dastardly. 'Arizona Killer' is easily one of the best missions in Fallout: New Vegas.

Beyond the Beef

I think, perhaps more than any other mission, 'Beyond the Beef' showcases why we love Fallout so much. This mission has everything; mystery, crime, secret societies, hierarchy, and even cannibalism!

As part of your recruitment mission to find help for the Hoover Dam fight, you're tasked with enlisting the White Glove Society, who occupy The Ultra Deluxe resort on the Strip. The Ultra-Deluxe is possibly the nicest place in all of New Vegas, it's super clean, white and everyone is well dressed - it feels like a pocket of civilized society has been revived. So you'll speak to Heck Gunderson, a decidedly out-of-place farmer who is looking for his son. You offer to help find his son and go speak to a receptionist by the name of Marjorie, who explains that not only did a bride recently go missing but that the White Glove Society was once cannibalistic, however the practice is now forbidden.

From here you speak to the manager, Mortimer, who you can drag answers out of. Turns out Mortimer wants to turn to Society back to their old ways and he has a plan for doing so; Mortimer is going to serve human meat to the society and not tell them until after it is eaten. Hence, why people have been going missing. Of course you can either help Mortimer or stop his insanity, change the meat from human to animal and allow him to expose himself, or even kill someone else, use their meat and save Heck's son, thus appeasing everyone.

There's actually more ways to do this mission as well but for time's sake I'll just say that it's a very diverse mission that is very unique and Fallout-y - full of moral dilemmas and morbid hilarity. It frankly doesn't get much better than 'Beyond the Beef', and not just in New Vegas but all of Fallout.

So why isn't it number 1?

All Or Nothing/ No Gods No Masters/ Veni Vidi Vici

Because the last mission is mind-blowing. Similarly to Fallout 3, New Vegas went all out for the last mission and did everything to make the frame rate plummet!

The final mission focuses on the battle for Hoover Dam, the winner of which gets control of the New Vegas Strip, and therefore the Mojave. This mission and it's overall effect on the entire game, from beginning to end, is one of the reasons I think it's probably a better game than Fallout 3. I say this because Fallout is a series about choice; the moment you emerge from the Vault, or Dr. Henry's house, the world is entirely yours to explore. And the main quest in New Vegas is all about choice.

It's a power struggle, you're the middle man between the NCR, Mr. House, and Caesar's Legion. But unlike most video games, you aren't forced into choosing a side and being the lacky, you can take a side or you can screw everyone over and take the glory for yourself. Whichever way you approach the mission, it's a sight to behold!

The fight on the dam is literally awesome. Caesar's soldiers are fighting NCR troops, explosions are raging, the Brotherhood of Steel, the Enclave remnants, Securitrons, and whoever else you recruited, are doing their thing. Then the amazing spectacle of the Boombers B-29 flies overhead and drops bombs on the Dam, significantly changing the battle. After that, you can fight Leate Lanius, war monger of Caesar's Legion, and/or General Oliver of the NCR. So you either take control of the dam for Caesar, retain it for the NCR, destroy it, or connect it to Mr. House's mainframe. The outcome is yours to decide and having such varied options makes for fantastic replay value.

And that's it, the very best Fallout: New Vegas has to offer. Those 11 missions are all fantastic, and of course there are tons more that could have made the list but these 11 encapsulate the Fallout experience better than all the rest.

Fallout: New Vegas is an incredible game that came out just 2 years after Fallout 3, developed by Obsidian, not Bethesda. In many ways it is a better game than Fallout 3 and gives players an insane amount of choice like few other games have. It begins with you being shot in the head and buried in the ground, and ends (depending on your choices) with you as the king of New Vegas. It's a fantastic story arc and immersive world like few others.

Fallout 3 is seven years old. Fallout: New Vegas is 5 years old. Fallout 4 arrives in less than 24 hours. Go outside, maybe go for a walk and get some fresh air, spend time with loved ones and generally live life, because that all goes out the window tomorrow. However, take always take a few minutes break and come visit GameSkinny!

Published Nov. 8th 2015

Dead Money Regular Perks

In Shining Armor [Level 2, Repair 20, Science 70]: When you wear reflective armor you are able to deflect a portion of the damage that energy weapons will do to you. You gain an additional 5 Damage Threshold when wearing armor, and an additional 2 when wearing reflective eyewear.

Junk Rounds [Level 2, LCK 6, Repair 45]: This perk allows you to craft nearly any type of ammunition using 'junk', mainly scrap metal and tin cans. Although the resources required are vastly greater, you can create harder to find ammo without needing the vastly higher Repair skill that the Hand Loader perk requires.

Light Touch [Level 2, AGL 6, Repair 45]: This perk allows you to move a lot more easily when you’re wearing something light. You gain a 5 percent increase in your chance to critically hit an enemy, and your enemies will have a 25 percent harder time landing a critical hit. If you wear light armor this is definitely one of the Fallout: New Vegas DLC Perks you should get early on.

Old World Gourmet [Level 2, END 6, Survival 45]: When you have this perk your body becomes more accustomed to the things that were around before the blast. You gain a 50 percent bonus to any health gains from snack foods, and Scotch, Vodka and Wine will now give you a health bonus as well when you drink them. To top it all off, you now have a 25 percent resistance to addiction.

Fallout New Vegas Best Perks

And Stay Back [Level 10, Guns 70]: When you use a shotgun you will have a 10 percent chance per pellet to knock an enemy to the ground. Although the perk description might lead you to believe this would knock an enemy back, it does not. It simply knocks them to the ground. If you've already picked up Shotgun Surgeon you might want to consider this perk as well.

Heavy Weight [Level 12, STR 7]: If you like to carry around a few heavy weapons, then this is the perk for you. Any weapon that weighs more than 10 pounds has its weight cut in half, making your load much easier to carry. Keep in mind that in order for this perk to work, the gun needs to be heavier then 10 pounds. If you modify your weapon so that it's lighter than 10 pounds, this perk will not kick in.

Hobbler [Level 12, PER 7]: This is similar to the Sniper perk, except instead of head hunting you're taking out their legs. Although it may not kill them as fast, if they can't maneuver they're a whole lot easier to deal with.

Dead Money Companion Perks

In My Footsteps [God Personality of 'Dog and God']: When your psychologically disturbed Nightkin friend is displaying the God personality, and is with you, traps will no longer trigger when you walk over them. Your stealth is also increased.

Ravenous Hunger [Dog Personality of 'Dog and God']: This is not a perk directly, but it is the effect of this personality coming along with you. When you knock Ghost People unconscious, Dog will eat them and they will stay down. You won't have to dismember or disintegrate them to keep them down.

Signal Interference [Christine]: This perk will give you an extra buffer to your collar by limiting the signal for a short time, effectively granting an extra 50 percent lag before your collar will detonate.

Unclean Living [Dean Domino]: This perk gives you limited protection against toxic clouds. Not only will you be able to move in them for a brief period before they start to damage you, but the damage will be 25 percent less.

Dead Money Unlockable Perks

Coin Operator [Christine ]: As long as you have both the proper Intelligence and Perception, both being 6, you can pass the checks that grant this perk. This perk allows you to take Fission Batteries and Scrap Metal to make Sierra Madre chips, which can be used in the vending machines of the Sierra Madre, or the one in the Abandoned Brotherhood of Steel Bunker.

Ghost Hunter [Dog]: After seeing Dog devour one of the Ghost People you can obtain this perk by talking to him. After that, Ghost People will be much more likely to die when you reduce them to zero health, and at the very least one of their limbs will randomly explode off of them.

Perks

Sierra Madre Martini [Dean Domino]: After talking to Dean Domino about his secret stashes, he'll let you in on a secret. By combining Junk Food, Tin Cans and Cloud Residue you can create a highly addictive substance that will increase your hit points by 75, raise your Endurance by 4 and raise Strength by 2.

Elijah's Last Words [Veronica, Holomessage]: If you give Veronica the last message from Father Elijah, her melee attack will increase by 150 percent and she will now have a 25 percent chance to knock down enemies with those attacks.

Elijah's Rambling [Veronica, Holomessage]: If you choose to keep the message from Elijah for yourself and not give it to Veronica when you are talking with her, your damage from critical melee hits is increased by 150 percent. If you took the Heavy Handed trait this perk will negate the drawbacks while keeping the benefits.

Honest Hearts Regular Perks

Grunt [Level 8, Guns 45, Explosives 20]: You’re much more capable with certain weapons and do 25 percent more damage with them. These are: 9mm and .45 Auto Pistols and SMGs, Service Rifles, Assault and Marksman Carbines, Light Machine Guns, Frag Grenades, Grenade Rifles and Launchers and Combat Knives

Home on the Range [Level 8, Survival 70]: Whenever you come upon a Campfire you will now have the option to sleep. This perk has several benefits, but keep in mind this is not one of your beds, and so will not give the Well Rested bonus.

Sneering Imperialist [Level 8]: You gain both a 15 percent bonus to damage and a 25 percent bonus to accuracy in VATS when fighting against Tribals, Raiders and Fiends. This might sound limited but there are a wide variety of groups that have limited numbers of these types in their group, like Great Khans, Freesiders or Westsider Militia and Thugs.

Tribal Wisdom [Level 8, Survival 70]: Not only do you take 50 percent less damage to your limbs from animals, mutated animals and mutated insects, you gain a 25 percent resistance to poison and are now able to consume insects while in sneak mode, much like the Canibal perk. If you're planning on getting your Survival skill up this high, this is a great option to get in these new Fallout: New Vegas DLC Perks.

Fight the Power! [Level 10]: This perk allows you to better fight those with an established power base. Whenever you are fighting against anyone wearing NCR, Legion or Brotherhood of Steel armor, your Damage Threshold is increased by 2 and your critical chance to damage them is increased by 5 percent.

Eye for Eye [Level 20]: With this perk, the more crippled limbs you have the more damage you’re able to dish out to your enemies. Each crippled limb gives you an additional 10 percent to your damage output.

Honest Hearts Companion Perks

Well-Stacked Cairns [Follows-Chalk]: When you visit any summit in Zion you will not only reveal all nearby map markers, but your perception will be increased for a full 3 minutes.

Quiet As The Waters [Waking Cloud]: When this perk is active you're much harder to spot by the White Legs. Their perception is decreased by 3, enabling you to sneak much more effectively.

The Way of the Canaanite [Joshua Graham]: If you’re a fan of .45 Auto Pistol this will be a great perk for the short time you have it. The gun has a decreased spread and your base chance to score a critical hit is doubled.

Old World Blues Traits

Claustrophobia [-]: Do you like to roam the vast wasteland, or do you prefer to dig down into all of its hidden secrets? If you answered yes to the first question, this trait might be for you. When you are outside you will gain a bonus of one to all of your SPECIAL attributes, while being inside will do the reverse and lower all of your attributes by one.

Early Bird [-]: This trait gives you a bonus or a penalty to your SPECIAL attributes based on the time of day. In the morning, from 6AM to 12PM you gain a bonus of two to all of your SPECIAL stats, but at night from 6PM to 6AM you have a penalty of one to your SPECIAL stats.

Hoarder [-]: When you’re a Hoarder you're used to keeping a lot of stuff with you, so it only makes sense that you'd be used to carrying more than the normal person. You are now able to carry an extra 25 lbs., but if you aren't carrying at least 160 lbs. of stuff you will start to feel off, resulting in a negative point to all SPECIAL stats.

Hot Blooded [-]: When you take this trait you’re indicating you've got an anger issue. When your health drops below 50 percent you will get angry. Your damage will increase by 10 percent, but at the same time your Agility and Perception will drop by two points each.

Logan's Loophole [-]: If you don't mind getting stuck at level 30 this can be a great trait. In exchange for this limit you will never become addicted to any substances. Chems will also last twice as long.

Skilled [-]: This trait allows you to be extra skilled, but at the penalty to not paying attention to every day experiences. You gain a bonus of 5 points to all skills, totaling 65 points in total, but you now gain 10 percent less experience as you level. There's plenty of experience to go around though, which makes this a great trait to scoop up.

Old World Blues Regular Perks

Atomic! [Level 20, END 6]: Taking this perk is a good idea for those that enjoy being full of radiation. The more irradiated you are, the faster your Action Points regenerate. Your run speed and attack speed are also increased. Overall not a bad perk, but as most people want to get rid of radiation quickly, this perk really depends on your play style.

Mile In Their Shoes [Level 20, Survival 25]: This perk will give you a temporary one point bonus to Perception, 5 percent boost to Poison Resistance, and 5 percent to Sneak after eating Nightstalker Squeezin's.

Them's Good Eatin [Level 20, Survival 55]: Whenever you kill any living creature you will have a 50 percent chance of finding the items Thin Red Paste or Blood Sausage on them. Both of these are healing items in their own right, but can be used to craft more powerful healing items that can be very useful.

Implant GRX [Level 30, END 8, 2 Ranks]: When you gain the Implant GRX you have instant access to a Turbo like substance that can be released 5 times per day at rank one, or 10 times per day at rank two. The effect lasts for 2 or 3 seconds depending on the rank. While the Chemist and Day Tripper perk will work in conjunction with this perk, the Fast Times perk does not. This perk could be great or completely junk depending on how you feel about Turbo, so you should definitely experiment with Turbo first.

Old World Blues Unlockable Perks

Brainless [Doctor Klein]: Congratulations, your brain has been removed. Your head can no longer be crippled; you've got a bonus of 25 percent to resisting chem addiction, and a 5 percent bonus to your Damage Threshold.

Heartless [Doctor Klein]: You no longer have a heart. You can no longer be poisoned, healing items are boosted by 25 percent, and robots are confused by you lowering their ability to ring your bell with a critical hit by 50 percent.

Spineless [Doctor Klein]: Yes, your spine has been removed too this time. Your Strength has been increased by 1, Damage Threshold is also raised by 1, and your torso can no longer be crippled.

Big Brained [Sink Auto-Doc, DLC Completion]: You have your brain back and it has improved while it was away. Your head still can't be crippled, but your resistance to chems has been lowered by 10 percent from the previous state. Your Damage Threshold is now increased by 10 percent though.

Cardiac Arrest [Sink Auto-Doc, DLC Completion]: With your heart back in your body you are now only 50 percent resistant to poison and robots will be only 25 percent less likely to gain a critical hit, but healing items now are 50 percent more effective than normal.

Reinforced Spine [Sink Auto-Doc, DLC Completion]: Your spine is back and better than ever. Your torso can be crippled now, but the bonuses to your Strength and Damage Threshold are now doubled, adding 2 points to each instead of 1.

Implant C-13 [Sink Auto-Doc, 8,000 Caps]: This implant will give you a 10 percent damage boost to cazadores.

Implant M-5 [Sink Auto-Doc, 10,000 Caps]: This implant will increase your movement speed when you are crouched by 20 percent.

Implant Y-3 [Sink Auto-Doc, 12,000 Caps]: This implant can eliminate the radiation from small water sources. It will help you with Dirty Water, but not if your drinking from a toilet.

Implant Y-7 [Sink Auto-Doc, 20,000 Caps]: This implant will allow you to gain additional health and Action Points when eating food. The end result is a 5 HP bonus and a 2 AP bonus.

DNAgent [X-8 Data Retrieval Test Quest]: After completing the required quest you will now do an additional 10 percent damage to Nightstalkers.

DNAvenger [3 Ranks]: You must kill several cazadores in the Big Mountain Research and Development Center area for this perk. Each rank of this perk adds an additional 10 percent damage to cazadores. Tai game online nhe cho pc. You must kill 2 cazadores, then 3 cazadores, and then 5 cazadores to reach the highest rank.

Looking for More?

This is part of a series detailing all of the Fallout: New Vegas perks. If this isn't the guide that you're looking for please, click on one of the other articles in this series to take you to where you want to go.

References

All information and screenshots from Fallout: New Vegas – DLC – Dead Money, Honest Hearts, and Old World Blues

This post is part of the series: Full List of Fallout New Vegas Perks

This series details the full list of Fallout New Vegas Perks. This series is split up into the beginning, medium, and advanced perks as well as the challenge, companion, and implant perks. Although some DLC is not out yet, this series also includes all the available Fallout New Vegas DLC Perks.