'Fallout: New Vegas' Guide To Perks, Snow Globes, Unique Weapons And Armor

Fallout New Vegas

"Fallout: New Vegas" is a very big game. Huge. And I'm not just talking about the map. There's so much stuff to discover in this game that it would take you well over 100+ hours to dig through every nook and cranny. If you've got slightly limited time on your hands, though, I thought I'd give you a hand, walking you through some of the cooler hidden things and also giving you some pointers on how best to build your character.

Note: This guide is likely to expand over the course of several days/weeks, so keep checking back!

PERKS

Fallout: New Vegas Perks (Levels 1-10)

Fallout: New Vegas Perks (Levels 11-20)

Fallout: New Vegas Perks (Levels 21-30)

Recommended Perks

Fallout: New Vegas Snow Globe Locations

Fallout: New Vegas Unique Weapon Locations

Fallout: New Vegas Unique Armor Locations

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Fallout: New Vegas Perks (Levels 1-10)

Fallout New Vegas

Perks are passive upgrades to your character. You'll be able to pick one perk every 2 levels, starting at level 2.

Confirmed Bachelor

Requirements: Level 2

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.

Friend of the Night

Requirements: Level 2, PE 6, 30 Sneak

You are a true friend of the night. Your eyes adapt quickly to low-light conditions indoors and when darkness falls across the wasteland.

Intense Training

Requirements: Level 2

With the Intense Training perk, you can put a single point into any of your S.P.E.C.I.A.L attributes.

Lady Killer

Requirements: Level 2

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.

Rapid Reload

Requirements: Level 2, AG 5, Guns 30

Rapid Reload makes all of your weapon reloads 25% faster than normal.

Retention

Requirements: Level 2, IN 5

With the Retention perk, the bonuses granted by skill magazines last three times as long.

Swift Learner

Requirements: Level 2, IN 4

With each rank in the Swift Learner perk, you gain an additional 10% to total Experience Points whenever Experience Points are earned.

Heave, Ho!

Requirements: Level 2, ST 5, Explosives 30

Quite an arm you’ve got there. All thrown weapons fly farther and faster for you.

Hunter

Requirements: Level 2, Survival 30

In combat, you do +75% Critical Damage against animals and mutated animals.

Cannibal

Requirements: Level 4

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.

Comprehension

Requirements: Level 4, IN 4

With the Comprehension perk, you gain double the bonus from reading magazines and one additional point from skill books.

Educated

Requirements: Level 4, IN 4

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.

Entomologist

Requirements: Level 4, Survival 45

With the Entomologist perk, you do an additional +50% damage every time you attack a mutated insect, like the Radroach Giant Mantis, or Radscorpion.

Rad Child

Requirements: Level 4, Survival 70

You truly are a Rad Child. As you go through the increasingly devastating stages of radiation sickness, you will regenerate more and more health.

Run ‘n Gun

Requirements: Level 4, Guns 45 or Energy Weapons 45

The Run ‘n Gun perk reduces accuracy penalties with one-handed Guns and Energy Weapons while walking or running.

Travel Light

Requirements: Level 4, Survival 45

While wearing light armor or no armor, you run 10% faster.

Bloody Mess

Requirements: Level 6

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.

Demolition Expert

Requirements: Level 6, Explosives 50

With each rank of this perk, all of your explosive weapons do an additional 20% damage.

Ferocious Loyalty

Requirements: Level 6

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.

Fortune Finder

Requirements: Level 6, LK 5

With the Fortune Finder perk, you’ll find considerably more bottle caps in containers than you normally would.

Gunslinger

Requirements: Level 6

While using a pistol (or similar one-handed weapon), your accuracy in V.A.T.S. is significantly increased.

Hand Loader

Requirements: Level 6, Repair 70

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.

Lead Belly

Requirements: Level 6, EN 5

With the Load Belly perk, you take 50% less radiation when consuming irradiated food and drink.

Shotgun Surgeon

Requirements: Level 6, Guns 45

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.

The Professional

Requirements: Level 6, Sneak 70

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%.

Toughness

Requirements: Level 6, EN 5

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.

Vigilant Recycler

Requirements: Level 6, Science 70

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.

Commando

Requirements: Level 8

When using a rifle (or similar two-handed weapon), y our accuracy in V.A.T.S. is significantly increased.

Cowboy

Requirements: Level 8, Guns 45, Melee 45

You do 25% more damage when using any revolver, lever-action firearm, dynamite, knife , or hatchet.

Living Anatomy

Requirements: Level 8, Medicine 70

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.

Pack Rat

Requirements: Level 8, Medicine 70

You have learned the value of careful packing. Items with a weight of 2 or less weigh half as much for you.

Quick Draw

Requirements: Level 8, AG 5

Quick Draw makes all of your weapon equipping and holstering 50% faster.

Rad Resistance

Requirements: Level 8, EN 5, Survival 40

Rad Resistance allows you to – what else? – resist radiation. This perks grants an additional 25% to Radiation Resistance.

Scrounger

Requirements: Level 8, LK 5

With the Scrounger perk, you’ll find considerably more ammunition in containers than you normally would.

Stonewall

Requirements: Level 8, ST 6, EN 6

You gain +5 Damage Threshold against all Melee Weapons and unarmed attacks and cannot be knocked down in combat.

Strong Back

Requirements: Level 8, ST 5, EN 6

With the Strong Back perk, you can carry 50 more pounds of equipment.

Super Slam

Requirements: Level 8, ST 6 Melee Weapons 45

All Melee Weapons (except thrown) and Unarmed attacks have a chance of knocking your target down.

Terrifying Presence

Requirements: Level 8, Speech 70

In some conversations, you gain the ability to initiate combat while terrifying a mob of opponents, sending them fleeing away for safety.

Animal Friend

Requirements: Level 10, CH 6, Survival 45

At the first rank of this perk, animals simply won’t attack. At the second rank, tehey will actually come to your aid in combat, but never against another animal.

Finesse

Requirements: Level 10

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.

Here and Now

Requirements: Level 10

The Here and Now perk immediately grants an additional experience level, complete with all the advantages that brings.

Math Wrath

Requirements: Level 10, Science 70

You are able to optimize your Pip-Boy’s V.A.T.S. logic, reducing all AP costs by 10%.

Miss Fortune

Requirements: Level 10, LK 6

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.

Mister Sandman

Requirements: Level 10, Sneak 60

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.

Mysterious Stranger

Requirements: Level 10, LK 6

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.

Nerd Rage!

Requirements: Level 10, IN 5, Science 50

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 you Health drops to 20% or below.

Night Person

Requirements: Level 10

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.

Plasma Spaz

Requirements: Level 10, Energy Weapons 70

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%.

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Fallout: New Vegas Perks (Levels 11-20)

Fallout New Vegas

Fast Metabolism

Requirements: Level 12

With the Fast Metabolism perk, you gain a 20% Health bonus when using Stimpaks.

Ghastly Scavenger

Requirements: Level 12, Cannibal perk

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.

Hit the Deck

Requirements: Level 12, Explosives 70

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.

Life Giver

Requirements: Level 12, EN 6

With the Life Giver perk, you gain an additional 30 Hit Points.

Long Haul

Requirements: Level 12, EN 6, Barter 70

You have learned how to pack mountains of gear for the Long Haul. Being over-encumbered no longer prevents you from using Fast Travel.

Piercing Strike

Requirements: Level 12, Unarmed 70

Piercing Strike makes all of your Unarmed and Melee Weapons (includeing thrown) negate 15 points of Damage Threshold on the target.

Pyromaniac

Requirements: Level 12, Explosives 60

With the Pyromaniac perk, you do +50% damage with fire-based weapons, like the Flamer and Shishkebab.

Robotics Expert

Requirements: Level 12, Science 50

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.

Silent Running

Requirements: Level 12, AG 6, Sneak 50

With the Silent Running perk, running no longer factors into a successful sneak attempt.

Sniper

Requirements: Level 12, PE 6, AG 6

With the Sniper perk, your chance to hit an opponent’s head inV.A.T.S. is significantly increased.

Splash Damage

Requirements: Level 12, Explosives 70

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.

Unstoppable Force

Requirements: Level 12, ST 7, Melee Weapons 90

Your martial might is truly legendary. You do a large amount of additional damage through enemy blocks with all Melee Weapons and Unarmed attacks.

Adamantium Skeleton

Requirements: Level 14

With the Adamantium Skeleton perk, your limbs only receive 50% of the damage they normally would.

Center of Mass

Requirements: Level 14, Guns 70

You don’t fool around with fancy trick shots. Straight to the midsection and down they go. In V.A.T.S., you od an additional 15% damage with attacks targeting the torso.

Chemists

Requirements: Level 14, Medicine 60

With the Chemist perk, any chems you take last twice as long.

Jury Rigging

Requirements: Level 14, Repair 90

You possess the amazing ability to repair any item using a roughly similar item. Fix a TrailCarbine 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.

Light Step

Requirements: Level 14, PE 6, AG 6

With the Light Step perk, you’ll never set off an enemy’s mines or floor-based traps.

Purifier

Requirements: Level 14

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.

Action Boy

Requirements: Level 16, Agility 6

With the Action Boy perk, you gain an additional 15 Action Points to use in V.A.T.S.

Better Criticals

Requirements: Level 16, PE 6, LK6

With the Better Criticals perk, you gain a 50% damage bonus every time a critical hit is scored on an opponent.

Chem Resistant

Requirements: Level 16, Medicine 60

Having the Chem Resistant perk means you’re 50% less likely to develop an addiction to chems, like Psycho or Jet.

Meltdown

Requirements: Level 16, Energy Weapons 90

Meltdown causes foes killed by your Energy Weapons to give off a corona of harmful energy. Note: this can cause a chain reaction.

Tag!

Requirements: Level 16

The Tag! Perk allows you to select a fourth Skill to be a Tag skill, which instantly raises it by 15 points.

Weapon Handling

Requirements: Level 16, ST <10

Weapon Strength Requirements are now 2 points lower than normal for you.

Computer Whiz

Requirements: Level 18, IN 7, Science 70

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.

Concentrated Fire

Requirements: Level 18, Energy Weapons 60, Guns 60

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.

Infiltrator

Requirements: Level 18, PE 7, Lockpick 70

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.

Paralyzing Palm

Requirements: Level 18 Unarmed 70

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.

Explorer

Requirements: Level 20

When you choose the Explorer perk, every location in the world is revealed on your map. So get out there and explore!

Grim Reaper’s Sprint

Requirements: Level 20

If you kill a target in V.A.T.S., 20 Action Points are restored upon exiting V.A.T.S.

Ninja

Requirements: Level 20, Melee Weapons 80, Sneak 80

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.

Solar Powered

Requirements: Level 20, EN 7

With the Solar Powered perk, you gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost health.

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Fallout: New Vegas Perks (Levels 21-30)

Fallout New Vegas

Laser Commander

Requirements: Level 22, Energy Weapons 90

From the humble Laser Pistol to the mighty Gatling Laser, you do +15% damage and have a +10% chance to critically hit with any laser weapon.

Nuke Chemist

Requirements: Level 22, Science 90

You have unraveled some of the greatest mysteries of Pre-War masters: formulas for developing special Muka-Colas! This perk unlocks special Muka-Cola recipes at the Workbench.

Spray and Pray

Requirements: Level 22

Your attacks do much less damage to companions, allowing you to liberally spray and area with reckless abandon.

Slayer

Requirements: Level 24, AG 7, Unarmed 90

The slayer walks the earth! The speed of all Melee Weapons and Unarmed attacks is increased by 30%.

Nerves of Steel

Requirements: Level 26, AG 7

With Nerves of Steel perk, you regenerate Action Points much more quickly than you normally would.

Rad Absorption

Requirements: Level 28, EN 7

With the Rad Absorption perk, your radiation level slowly decreases on its own over time.

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Fallout: New Vegas Recommended Perks

Fallout New Vegas

Now that we have the full list of perks out of the way, I wanted to give you a few suggestions to some of the more useful perks in the game. Worth noting that these are by no means mandatory choices, and your play style should determine which perks you choose. If you're overwhelmed by the choices, though, here are a handful of perks you can't go wrong with.

Rapid Reload

Requirements: Level 2, AG 5, Guns 30

If you're obsessive about making sure you've got a full clip of bullets, Rapid Reload is an easy pick for your first perk in the game. It allows you to reload any weapon 25% faster, which is super handy for shotguns and hunting rifles, since the reload times are so long. Also useful for automatic guns, which can run out of ammo at inopportune times. Actually, it's useful for every gun, and you really won't regret picking it up.

Educated

Requirements: Level 4, IN 4

Educated gives you two additional skill points to spend per level. If you get it at level 4, by the time you're level 30, you'll have 52 more skill points to spend than someone without Educated. Just make sure you pull the trigger on this perk early on, as it's not retroactive.

Travel Light

Requirements: Level 4, Survival 45

While wearing light armor or no armor, you run 10% faster. While not super helpful in terms of combat, you'll be doing a ton of running in "Fallout: New Vegas" and being able to run faster is a tremendous load off, especially during a long haul.

Commando

Requirements: Level 8

Most of the guns in "New Vegas" are two-handed, and having this perk increases your accuracy with any of them, from rifles to shotguns to energy weapons. Very handy!

Finesse

Requirements: Level 10

This basically increases your chance to hit a critical by 5%, which doesn't seem like a lot, but it really does pay off in the long-run.

Sniper

Requirements: Level 12, PE 6, AG 6

Increases your chance to nail a headshot. If you're like me and always aim for the head when in VATs, this is a really solid pick.

Better Criticals

Requirements: Level 16, PE 6, LK6

Increases critical hit damage by 50%. Although handy for mid-battle criticals, this is even more useful for stealthy characters, as the 50% increase applies to every sneak attack critical.

Weapon Handling

Requirements: Level 16, ST <10

Weapon Strength Requirements are now 2 points lower than normal for you. As you get farther in the game, you'll find a lot of weapons which require high strength to use effectively. A sniper rifle, for example, requires 6 strength, which is something many sniper characters may not have. The solution? Weapon handling!

Grim Reaper’s Sprint

Requirements: Level 20

Although not quite as ridiculously overpowered as it was in "Fallout 3," Grim Reaper's sprint still gives you 20 bonus action points whenever you kill someone in VATs making it a good pick if you're looking to clear a room quickly.

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Fallout: New Vegas Snow Globe Locations

Fallout New Vegas

Snow globes are the hidden objects in "Fallout: New Vegas," akin to the bobble heads of "Fallout 3." The difference, though, is that they no longer boost your stats when you find them. So what's the point? Well, apart from a handy achievement/trophy for finding them all, they can be sold to Mr. House's personal robot for 2,000 caps each. There are 7 of them, so that's a cool 14,000 caps. Here's where you can find them all.

1) Goodsprings Cemetery

There's a snow globe sitting on one of the graves in the cemetery which overlooks your starting town. You can find this in the first 5 minutes of playing.

2) Old Mormon Fort

When you enter the fort, turn right and walk straight. You should find a doorway to a tower. Enter the door and walk upstairs. You'll find the snow globe sitting on a shelf.

3) The Strip (Vault 21)

There's a locked room in Vault 21 (accessible through the Vault 21 gift shop). The snow globe can be found inside

4) Test Site (Lucky 38)

Found in the Lucky 38 cocktail lounge, sitting on the counter of the bar.

5) Mount Charleston (Jacobstown)

As you walk into the Jacobstown lodge, it's located on the reception desk in front of you. Jacobstown is a hike, accessible by the winding road in the north-west portion of the map.

6) Hoover Dam

Found in the Hoover Dam offices, which is one of the buildings accessible from the top of the dam. Walk inside and it's sitting on the large reception desk.

7) Nellis Air Force Base

Located in the Nellis museum, sitting on one of the shelves. Getting to Nellis, however, will require some fast footwork.

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Fallout: New Vegas Unique Weapon Locations

Fallout New Vegas

This list is a work in progress. I'll be adding more unique weapons as I come across them.

Name: That Gun

Description: Pistol which fires 5.56x44mm rifle rounds. Inspired by a gun from the original "Fallout" games.

Location: Sold by the merchant located in the dinosaur gift shop in Novac.

Name: All American

Description: Marskman carbine with scope and desert camo.

Location: The armory in Vault 34. Bring plenty of anti-radiation meds with you, as Vault 34 is heavily irradiated.

Name: Q-35 Matter Modulator

Description: Upgraded plasma rifle.

Location: In the Repconn HQ, on the first floor. Unfortunately it's behind a locked door and the only way to access it is to go all the way to the top floor. There you'll find another doorway leading to the second floor which will eventually take you all the way down to the base level, through a series of broken ceilings. The Q-35 can be found at the bottom.

Name: Annabelle

Description: Upgraded rocket launcher.

Location: Found on the sniper Nightkin located at the top of Blackrock. He's standing on the radio tower.

Name: Maria

Description: Engraved pistol with ivory handle. Concealable when walking into a casino

Location: Carried by Benny. You can try to pick-pocket it or you can just take it off him some other way.

Name: Pushy

Description: A unique displacer glove (for unarmed combat). Deals huge damage and pushes enemies back with a force field.

Location: Ruby Hill Mine (which is on the road to Jacobstown in the northeast). The mine is filled with Lakelurks. When you enter the mine, there will be a big open room with stairs on the right and a cave on your left. Take the cave route and you'll soon find the body of a mercenary. Pushy! is right next to the body. Beware, the Lakelurks are nasty.

Name: Oh Baby!

Description: Unique super sledge.

Location: Charleston Cave, just next to Jacobstown. Easy to find if you're doing the Jacobtown doctor's quest about curing the Nightkin. The quest will lead you to a chewed Stealth Boy. Next to the body with the Stealth Boy is the super sledge.

Name: Thump Thump

Description: Unique grenade rifle with Boomer insignia on it.

Location: Boomer sensor array building. Easy to find if you take the quest to clear out the ants from the building. The Thump Thump is near to the giant ant mound on the lower level.

Name: Mysterious Magnum

Description: Unique .44 magnum which plays a Western twang whenever you take it in or out of its holster.

Location: On the body of the guitar player who is sitting in front of the Sunset Sarsaparilla billboard on the main eastern road. You'll likely pass him on your way to The Strip if you follow the main road. Warning: If you kill him to take the gun, you'll fail a mission (which is attached to an achievement). You can try to pickpocket the gun, but it'll require a very high sneak skill.

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Fallout: New Vegas Unique Armor Locations

Fallout New Vegas

This list is a work in progress. I'll be adding more unique armor as I come across them.

Name: Naughty Nightware

Description: Cheetah-patterned evening-wear (adds +10 to speech, +1 to luck)

Location: Sold in Mick & Ralphs in Freeside. Whichever one sells the guns has it in his store.

Name: Vault 34 Security Armor

Description: Vault suit with bullet proof vest. The number 34 is on the back. Offers 15 damage reduction, but is considered light armor. One of the best pieces of light armor in the game.

Location: The armory in Vault 34. Bring plenty of anti-radiation meds with you, as Vault 34 is heavily irradiated.

Name: Chinese Stealth Armor

Description: High tech body armor which gives you +5 to sneak.

Location: In the Hoover Dam offices, there's a room filled with radioactive barrels. When you enter the door, turn left and you'll see a bunch of boxes stacked up against the wall. Two stealth armors can be found in the box. Unlike the Chinese stealth armor from "Fallout 3," this version does not create an invisibility field around you.

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