Fallout: New Vegas Hints

Level 20 Perks

  • * Explorer: This perk places every primary location in the game on the world map, but only in marker form, meaning you still can't fast-travel to places you haven't been to yet. Don't waste a precious perk slot on this thing.

    * Grim Reaper's Sprint: This favorite old V.A.T.S. perk from Fallout 3 has been sabotaged (don't you just *hate* how they keep doing that in this game?), but it's still useful enough to get eventually. If you kill a target in V.A.T.S. mode, you'll get 20 action points restored instantly when the V.A.T.S. session ends. That's not as good as total action point restoration, but it's certainly something.

    * Ninja (Melee Weapons 80, Sneak 80): This is a must-have perk for stealthy melee weapon specialists, since it increases your critical chance by 15% and your sneak-attack critical damage by 25% when using melee or unarmed weapons. Most other characters won't find this perk worthwhile or even gettable due to the high skill requirements.

    * Solar Powered (Endurance 7): When you're outside during the day, this perk will raise your Strength by 2 and regenerate your health at the rate one health point per second. The out-in-the-sunlight restriction combined with the relative slowness of the health regeneration renders this perk undesirable for all character types. (Besides, you can get a health regeneration effect from an implant that'll work anywhere at any time, though note that it's considerably slower.)


    Just about everyone should get Grim Reaper's Sprint at level 20, though Ninja will be more useful if you're a sneaky melee weapons specialist. Also, don't forget to get the second rank of Action Boy / Action Girl before long. (Note that it's probably a better choice than Grim Reaper's Sprint due to that perk's inferiority to its Fallout 3 version.)