What features to choose in fallout new vegas. New game Fallout: New Vegas and review of all DLC! Features added to the game by the Old World Blues add-on

And so, in order to make a universal character who can go on a truly exciting, interesting, and most importantly long journey, you need to clearly calculate all the stats, or just use my guide.

I’ll say right away about the advantages of such a build: The ability to take any quest in the game (for fans like me, for whom completing all the quests, finding all the locations and exploring them is probably the main aspect), The ability to take almost any ability that is given every second level — (very important), The ability to pass any test, which makes the game more exciting, and conversations with NPCs more interesting, the ability to use all types of weapons at once, for example, while completing the game I constantly changed weapons, energy to heavy, then I went with a shotgun , then with a knife, then with brass knuckles, etc. (a very useful thing so that the game does not become boring due to the fact that you are constantly walking with one gun), and also to simply have a very strong, well-developed, AP, crits, leveling points, etc., of the character.

And so, let's begin.
At the beginning of the game, we select two features:

1)Hot Blooded, which at 50% HP takes away 2 agility and 2 perception, but it increases your damage from any weapon by 15%. (The game says 10%, but this is an error, you can calculate it yourself).

2) Lark (Early Bird), which from 6 am to 12 pm gives +2 to all parameters, well, its minus is that it gives -1 to all parameters after 6 pm and before 6 am respectively, but this is not so it’s important because at night, as a rule, in cities everyone sleeps in their homes, and it’s easier to wait until the morning than to run around and look for where someone is, but if it comes to shooting enemies in the wastelands, then this minus is not particularly felt.

Now regarding the scattering of initial stats. We all remember this moment when we have to reluctantly remove one or another stat in order to add it to another, because we really want all the stats to be at a decent level, and the main thing here is not to worry, feel free to distribute the stats as follows:

  • S (strength) 1
  • P (Perception) 5
  • E (Endurance) 7
  • C (Charisma) 6
  • I (Intelligence) 7
  • A (Agility) 8
  • L (luck) 6

And so, we spent all 40 stats that we were given at the beginning of the game, now it’s a matter of technique.
It was not by chance that I made endurance exactly 7, I will say more, I began to distribute all the stats only after I had allocated the required number of points for this important characteristic. Stamina 7 gives us the ability to place exactly 7 implants in the clinic in New Vegas, and now our characteristics become:

  • S (strength) 2
  • P (Perception) 6
  • E (Endurance) 8
  • C (Charisma) 7
  • I (Intelligence) 8
  • A (Agility) 9
  • L (luck) 7

Later in the game you will need to choose 4 Intense Training abilities, one for Perception, one for Dexterity, one for Luck and one for Endurance. (For endurance, I throw one intensive training so that I can insert another one, a Subdermal Implant, which increases your damage threshold, because the endurance that was added from the implant is not suitable for implantation. You can also throw another training for Strength, but I I didn’t consider it necessary. Now it’s up to you to decide whether you need the last implant, and whether you need power)
And so, our characteristics become:

  • S (strength) 2
  • P (Perception) 7
  • E (Endurance) 9
  • C (Charisma) 7
  • I (Intelligence) 8
  • A (Agility) 10
  • L (luck) 8

Next we will need Buna Beret, and Elite Police Armor, along with a helmet (Yes, they are worn together, I don’t know if this is a bug or was done this way on purpose, but I was pleased when I accidentally put one on top of the other, although the bonus is small, but still Nice). Elite police armor is lying in a fissure, in an office building, something like that, I don’t remember exactly where I found it, but it wasn’t difficult to find, and if you want, you can easily find this information on the Internet, and where to find the Buna Beret is obvious, on Buna itself. And so, this whole set of things gives us +3 Perception and +1 Charisma, now our stats look like this:

  • S (strength) 2
  • P (Perception) 10
  • E (Endurance) 9
  • C (Charisma) 8
  • I (Intelligence) 8
  • A (Agility) 10
  • L (luck) 8

Now it seems like almost everything is fine, but we don’t have enough strength, for this we take the ability Nerd Rage! negative effects become 10, now you can carry a large load, use any weapon, and as a bonus you are also given +15 PU, which makes life easier with low HP.

And now if you look at the beginning of the guide, you will see that one of our features, “Hot Blood”, goes very well with this ability, and if you take decent armor, sew in a subdermal implant, take a couple of perks for PU, use Med-X and psychos, which you can’t chew in the game, then at low HP you can give such a thrashing to the enemy that even several death claws will not be able to remove your 20% HP (Everything was done at the highest level of difficulty + hardcore), and then Claws They don’t like to joke at all, so I’m going by my experience).

Well, now we come to the final stage.
We sleep until the morning, at the metal foundry we burn HP down to 20% and now we have:

  • S (strength) 10
  • P (Perception) 12
  • E (Endurance) 11
  • C (Charisma) 10
  • I (Intelligence) 10
  • A (Agility) 12
  • L (luck) 10

Don’t forget that the “Hot Blood” perk removes 2 perceptions and 2 agility, and as a result, on our screens we see:

  • S (strength) 10
  • P (Perception) 10
  • E (Endurance) 10
  • C (Charisma) 10
  • I (Intelligence) 10
  • A (Agility) 10
  • L (luck) 10

Anyone interested in what abilities I chose, and how I upgraded my skills, please also contact me, but I can say right away: science, repair, homeless hacking, medicine, survival, stealth, and all the related skills that are necessary for successful completion in my repertoire, I have leveled up by 100.

Enjoy it for your health. If you have any questions, please contact us.
Thank you for your attention.

P.s. The most powerful weapon in the game is Elijah's improved LAER, with my build + drugs, 850+ DPS. The Dead Wind Cave, at the highest difficulty level, will fly apart in about a minute and a half. YCS is also not bad, but LAER is specifically inferior in mobility.

is another game in the Fallout universe. New Vegas does not belong to the third part of the game, as many people think, it is a completely independent game, although made on the same engine, and therefore the gameplay of the games is practically indistinguishable. Most likely, this fact confuses many players who classify New Vegas as Fallout 3.

The plot of Fallout New Vegas

Fallout New Vegas begins 4 years in-game time after the events of Fallout 3. All events take place in Las Vegas, which not only successfully survived a nuclear war, but was also not subject to the subsequent chaos. The central element of the plot is the confrontation between 3 factions that are trying to take control of the main electrical vein of the region - the Hoover Dam. This giant dam is located on the Colorado River and without its help, Las Vegas would literally be in dark times.

The struggle is between slave traders from Caesar's Legion, the ruler of the city of New Vegas named Mr. House and the new California Republic. The main character of the game is a courier who works for the Mojave Express company. One fine day, this courier delivers another package, but on the way he is attacked by unknown people and, having taken the package, they leave him to die in a roadside ditch. But to the delight of the main character, he is found by a robot named Victor. The robot cannot leave the man to die and takes him to the doctor in a nearby town called Goodsprings.

After the doctor cures the main character, it turns out that he has amnesia, and naturally the main character decides to find out everything about his past and who robbed him and tried to kill him.

Main locations of Fallout New Vegas

  • Village of Goodsprings - a very small village where the robot Victor brings the mortally wounded protagonist and from where his investigation begins. The village of Goodsprings is located in the west of the Wasteland and is a kind of oasis in the desert; travelers can always rest here and replenish their supplies of drinking water and food;
  • Mojave Wasteland - it is essentially a huge desert in which New Vegas is located. The Great War spared this desert, so there are few areas with high background radiation. It is in the Mojave Wasteland, or simply the Wasteland, that the main action of the game takes place;

  • Nellis AFB - on these ruins of a military airbase, Bombers, aggressive towards all inhabitants of the Wasteland, settled. The territory of the base is simply huge, so the bombers live very well here, especially under the cover of the guns that they found at the base and restored. A large number of quests, including plot ones, are associated with this location;
  • Camp McCarran - is a former airport where the soldiers and command of the New California Republic freely settled down;
  • New Vegas - the main city of the Wasteland, one might say its capital. Located in what is now Las Vegas, and as a new era came with the great war, the city was renamed New Vegas;
  • Fort - an excellent place for a base, well protected on all sides. That is why it is the base of Caesar's Legion, a paramilitary organization of slave traders;
  • Hidden Valley - in this location the fighters and command of the Brotherhood of Steel were located, their choice is more than understandable, because the Hidden Valley location is a military bunker built before the war;
  • HELIOS One - at first glance, this is an ordinary pre-war power plant, but as soon as you start to learn more about this station, it becomes clear that it is not what it seems and in fact it is not a power plant, but a super secret weapon;
  • Hoover Dam - this gigantic structure, for unknown reasons, not only was not destroyed by the war, but continues to work, providing electricity to the entire Mojave Desert. It is impossible to pass the Hoover Dam, since the main actions of Fallout New Vegas will be connected with it;

  • Jacobstown - this resort for skiers was made their home by super mutants from the first generation. The commander of all these super mutants is Marcus;
  • Mount Black - if super mutants from the first generation settled at a ski resort, then their brothers from the second generation chose this mountain. Commands the second generation of super mutants - Tabitha.

Differences between New Vegas and Fallout 3

Although the gameplay of the games is very similar, because they are still created on the same engine, there are many differences in Fallout New Vegas, here are the main ones:

  • A very difficult game mode appeared, which was called “Hardcore”, this mode was transferred to Fallout 4, only they called it “Survival”;
  • How a character or mutant, or any other creature dies, directly depends on the weapon with which it is killed;
  • Huge selection of weapons;
  • It is now possible to improve weapons; the following parameters can be improved:
    • Firing speed (can be increased);
    • Magazine capacity (can be increased);
    • Weapon wear (can be reduced);
    • Damage dealt (can be increased);
    • Weapon weight (can be reduced);
    • Scatter when shooting (can be reduced);
    • Reloading weapons (you can reduce the speed);
    • Silencers, target designators and optics can be added to weapons;
    • And there are many other things you can do with weapons;
  • the perks of heavy and light weapons were combined into one and at the same time a new perk “Survival” was added;
  • Reputation with organizations has been added, that is, any action changes, for better or worse, your character’s reputation with each faction;
  • You can create ammunition;
  • Food crafting has appeared;
  • In any mode except Hardcore mode, the protagonist's companions are immortal;
  • After the end of the storyline, you won’t be able to play yet, the game will end.

  • In the image of the head of New Vegas, Mr. House, his prototype, Howard Hughes, is very clearly visible;
  • Fallout New Vegas has very interesting quest names; if you pay attention to this and search a little for these names on the Internet, it will become clear that these are the names of famous compositions of the 40s and 50s of the 20th century.

This is all the information we have collected

Fallout: New Vegas has been out for a long time, but in Russia the latest additions to it appeared only in July 2012. In this review, you'll learn about both the game itself and the four official DLCs, including Fallout: New Vegas Dead Money and Old World Blues. The Russian release of localized versions is an excellent opportunity to remember the brilliant Fallout universe, especially since there is practically nothing to play now, during the dead summer season for the gaming industry.

Fallout: New Vegas

Genre: action - role-playing game Developer: Obsidian Entertainment Platforms: PC, PS3, Xbox360 Release date: October 19, 2012 Official website: http://www.bethsoft.com/eng/games/games_falloutnewvegas.html Similar games: Fallout 2, Fallout 3

Until the release of the first official add-on, “New Vegas” was still partly perceived as an expanded and improved version of the third part. The kind of game that many fans of the series were waiting for when the controversial Fallout 3. New Vegas takes place three years after that. The player takes on the role of a courier, who is supposedly killed at the very beginning. Then Doc Mitchell digs him up, takes him to a small Nevada town, removes the bullets, and gives him a series of tests. Next, he gets a couple of items for his inventory and the unforgettable Pip-Boy 3000 device. The goal of the game is to identify the attacker and find out why the attempt was made on him.

In terms of game mechanics Fallout: New Vegas- the same Fallout 3, only with the interface color changed to orange and a bunch of improvements. Here you will find expanded options for inventory, weapons, dialogues, cameras, and more advanced pumping options. As before, the game was made by quite smart people, as a result, even the most banal RPG elements are played out with the help of various characters and abilities, taking into account the peculiarities of the universe Fallout. The same character generation is carried out using the so-called reflection. And so almost the entire game.

Generally, Fallout: New Vegas A truly solid and polished RPG with 3rd person action elements. It is interesting to play for those who love unusual worlds (post-apocalyptic, for example), explore every corner, talk to every NPC they meet, and carefully distribute skill points. Don’t run ahead and blow everyone’s heads off, but methodically examine and think about your next actions. Bethesda Softworks didn’t stop there and instead of any graphics improvements or banal expansion of content, began working on several digital additions at once!

Advantages Finally, the atmosphere of the first Fallout appeared. An interesting world with tons of tasks and items. Memorable characters. Development system S.P.E.C.I.A.L. Many, many hours in the world of Fallout Disadvantages There are bugs in quests and dialogues The graphical part is rather weak in some places

Dead Money

So, the first DLC came out just two months after the release of the main game, release date Fallout: New Vegas Dead Money was designated for July 6, 2012 . The plot continues the story Fallout about the confrontation between marauders and mutants in the Wasteland. The action of this add-on takes place near the legendary Sierra Madre casino and in the adjacent ghost town. The main character again falls into a trap, loses all his acquired goods and accepts the kidnapper’s demand - to rob the Sierra Madre! To do this, it is necessary to enlist the support of several more prisoners; it is clearly impossible to cope with such a matter alone.

Developers from Obsidian we did our best working on the characters that you can see in the first trailer Fallout: New Vegas Dead Money– here is a dead man, and a lesbian from the Brotherhood of Steel, and a super mutant with split consciousness! Moreover, everyone has their own drama, with every freak there is something to talk about. Moreover, there are just tons of dialogues here, and if you listen to everything about everything, get ready to spend many hours completing it. In this DLC Fallout more tactics than action, because weapons help little, the enemies are too tough and the atmosphere of the casino is not good. Here you really have to survive, and this is the main advantage of the chapter.

Advantages Interesting plot about a casino Decent amount of new content Very interesting main characters Disadvantages Like DLC, almost invisible

Honest Hearts

Genre: action - role-playing game Developer: Obsidian Entertainment Platforms: PC, PS3, Xbox360 Release date: summer 2012 in Russia

The second DLC, which takes place in Zion National Park, Utah. The player takes on the role of a participant in a war between local tribes of savages associated with a certain Caesar's Legion. This is accompanied by cave paintings, “Indian-like” equipment, clothing, and so on. Of course, there are new enemies, abilities and weapons, and the central figure in the plot is Joshua Graham, aka Ravenpaw, a former ally of Caesar.

Honest Hearts It’s not that it’s bad or the weakest addition of all those released, but it clearly loses to the second and third ones in terms of atmosphere and scale of the world being explored. In addition, the “indie setting” is a matter of taste even in the Fallout universe, where purely apocalyptic landscapes, rusty mechanisms, a touch of futurism and, of course, the trademark humor of the developers are still held in high esteem. IN Honest Hearts if all this exists, then in minimal proportions.

Advantages New setting A few more hours in the Fallout universe Disadvantages Much inferior in terms of plot to the original and the previous DLC Some new content

Old World Blues

Genre: action - role-playing game Developer: Obsidian Entertainment Platforms: PC, PS3, Xbox360 Release date: July 6, 2012 in Russia

The third addition, released another six months later. Obsidian Entertainment We spent a long time polishing this DLC and tried, it seems, to cram everything into it that we didn’t manage to put into the original game. The hero again runs to the radio signal and finds an artificial satellite, which suddenly teleports him to the mysterious Big MT research complex. This is, in fact, a giant crater with laboratories, factories and warehouses, instead of a casino this time - a very natural industrial zone! It is so huge that it could easily take at least 15 hours to complete the expansion! Few modern games offer that many hours.

And this addition is filled with references to all sorts of films from the mid-20th century on the theme of scientists, experiments, industrialization and the like. Old World Blues turned out weaker in terms of plot and dialogues than DeadMoney, but there is a whole ocean for exploration; wandering around Big MT is quite interesting. Especially considering the cloud of intelligent mechanical devices from which you can learn a lot of interesting things. Of course, there are zombified scientists, self-propelled combat suits, all sorts of robots and other crazy people, so there is someone to shoot at. Moreover, the arsenal and capabilities of the main character can now make him a real superman in the Wasteland. This addition seems to be the opposite of the previous one.

Perhaps the weakest of all four DLCs, which is a small snippet from the overall story of the courier, designed to shed light on the reasons for the wanderings. Of the partners, only a small robot and the second courier Ullis. The whole idea comes down to destroying durable mutants and clearing debris in your path. It’s even a shame that exactly Lonesome Road completes the plot of NV, from which, it seems, everything that was possible was squeezed out.

Pros Sheds light on some previously unexplained events Most dynamic DLC Cons Very meek and vague addition Little exploration, mostly action

But here is a video of the full edition of the game, including all the listed additions - the real thing Ultimate Edition for those who want to get the most complete universe of the new Fallout!

Now you know what it is Fallout: New Vegas and which of the released DLCs are worth your time. Play only the best!

Features (or traits) change certain aspects of gameplay, providing advantages in one area at the expense of creating obstacles in others. During the character creation process, you can choose two, one, or no traits for him/her. The official add-on Old World Blues adds to the game.

List of features
Peculiarities Advantages Fines Codes
Adds some "eccentric" content to the game, changes the original content and special encounters. Removes some "normal" content from the game. 000ed568
Adds +5 to the skills “Barter”, “Medicine”, “Repair”, “Science” and “Speech”. Subtracts -5 from the skills “Energy Weapons”, “Explosives”, “Weapons”, “Melee Weapons” and “No Weapons”. 00137afe
+10 Action Points. -2 Damage Threshold. 00135f05
Attack speed for thrown weapons increases by 30%. Throw range for thrown weapons is reduced by 25%. 00164ed1
+3% critical hit chance. Equipment wears out 15% faster. 00137b02
The rate of fire of normal and energy weapons increases by 20%, while the number of APs required to fire in V.A.T.S. from such weapons, is reduced by 20%. Firing accuracy from conventional and energy weapons is reduced by 20%. 00135ec7
Firing accuracy from conventional and energy weapons increases by 20%. The rate of fire of regular and energy weapons is reduced by 20%, while the number of APs required to fire in V.A.T.S. from such weapons, increases by 20%. 00135ec8
Melee and unarmed attacks deal 20% more damage. Melee and unarmed attacks deal 60% less critical damage. 00135ec5
+2 to Perception while the character is wearing glasses. - 1 from the base Perception value. 00135ec4
+1 to Dexterity. Limb fragility (limbs take 25% more damage). 00135ec6

Character Traits in Fallout: New Vegas

Wild Wasteland

The wild wasteland attracts the strangest and even craziest inhabitants of post-apocalyptic America. Not for the faint of heart and not for the too serious.

The feature adds references to content from early Fallout games, as well as other video games and movies. In the game, events added or changed by this feature will be indicated by: alien-themed music, the message "..." and an icon of an extremely surprised Vault Boy.

This feature allows you to get a unique Alien blaster, although this comes at the cost of losing the opportunity to find a unique YCS/186 gauss rifle. The Alien blaster is more lethal than the YCS/186, but the blaster's ammo capacity is limited to a hundred energy cells for the entire game. There is also a difference in finding three holy frag grenades versus two charges for the Fat Man in Camp Searchlight. This is where the significant changes in the game for characters who have taken this feature end.

Refrigerator Trap: On the road out of Goodsprings, near the clear water springs, you will find a broken refrigerator with a skeleton wearing an ornate player hat. This is a reference to the fourth Indiana Jones film, Indiana Jones and the Kingdom of the Crystal Skull, in which Jones escapes a nuclear explosion in a leaded refrigerator. Considered by many to be one of the dumbest stunts in Indiana Jones history, the skeleton demonstrates the logical result of someone trying to survive Armageddon in a refrigerator.

Johnny Five Aces: After agreeing to clear the geckos from the area south of Goodsprings at the request of Barton Thorne, you will find a dead, bespectacled prospector named Johnny on the top of a hill, with five aces on the table. There will be four red balloons lined up on the edge of the cliff. This is a reference to the unreleased game Zybourne Clock and its hero, Johnny Five Aces (the balls are a metaphorical explanation for time travel).

Star Wars: near one of the destroyed houses in Nipton, to the right of the town hall, there are two skeletons - Owen and Beru. This is a reference to Star Wars Episode IV: A New Hope, where Luke Skywalker's aunt and uncle were killed by Imperial stormtroopers.

Meeting with Aliens: north of the Horowitz farm you can see a flying saucer (the UFO looks exactly the same as in Fallout 3) and three aliens. The Alien captain has a unique blaster and more than a hundred energy cells for it. If the character does not have the “Wild Wasteland” feature, then in the same place you will stumble upon a group of hostile mercenaries who will have a YCS/186 gauss rifle.

The One: Not far from the Devil's Throat you will find an unexploded atomic bomb in a crater, exactly the same as in Megaton (Fallout 3). The bomb can be disarmed and you can get some ammo for energy weapons.

Jimmy's Well: This well can only be discovered if Rex is your faithful companion. First, you should identify the location marker with Fields' hut, then turn to Rex, listen to his nervous howl and ask: “Did someone fall into the well?”, after which Rex will bark affirmatively twice and Jimmy's well will materialize from the void near the hut. The exclusive air gun “Child of Abilene” will be waiting for you in the well. This event is a reference to a quest from Fallout 2 of similar content and the famous television series "Lassie". If the character does not have the “Wild Wasteland” ability, then Jimmy’s well will not appear under any circumstances, and the “Child of Abilene” air gun will end up in Fields’ hut itself.

Holy Frag Grenade: In the basement of the south church of Camp Searchlight you will find three Holy Frag Grenades. This is a reference to Monty Python and the Holy Grail and Fallout 2, which featured Antiochus' Holy Hand Grenade. If the character does not have the “Wild Wasteland” ability, then instead of holy grenades in the Church of the Searchlight camp there will be 2 nuclear charges for “Fat Man”.

Romanes Eunt Domus: You'll see this scrawled on the north wall of the Legion headquarters in Cottonwood Cove by some illiterate Legion hater. This is a reference to the film "Monty Python's Life of Brian", where Brian Cohen tried to write "Romans go home" on the wall, but in fact he ended up with something like "Romans go home". A Roman centurion catches Brian in the act, forces him to correct his grammatical errors and rewrite the phrase correctly a hundred times by the next morning.

Detective Crusoe: during the quest “Gourmet Food”, in the locked Ultra-Lux room, you will find the body of a private detective named Crusoe. His appearance is modeled after Detective Horatio Caine, a character from the TV series CSI: Miami, played by actor David Caruso. If the character does not have the Wild Wasteland ability, then the same detective will have a different appearance and name (Jay Barnes).

Mod Gang: When leaving Sirulien Robotics, the character is attacked by three elderly women, the so-called Mod Gang - Angry Aida, Grudgesome Ruth and Harmful Mod. The formidable grannies are dressed in pre-war spring clothes and are armed with rolling pins. This is most likely a reference to the Monty Python sketch "Grandmothers from Hell". Residents of Freeside mention them from time to time.

Giant Rats: In some dungeons, such as Brock Cave or the New Vegas sewers, you can see rats of unusual size, one and a half to two times larger than normal ones, in the original they are called R.O.U.S. (rodents of unusual size). This is a reference to William Goldman's book The Princess Bride.

Battle of Hoover Dam: if you tune in to the NKR emergency radio frequency when the battle begins, among other radio conversations you can hear: "They're coming out of the walls man! They're coming outta the damn walls" and "Game Over Man! GAME OVER !" ("They're coming right out of the walls! They're coming right out of the damn walls! Game over, game over!"). This is a reference to the movie Aliens, a phrase spoken by Private William Hudson during a shootout with the Aliens. After listening to the conversations, go to the premises near the control center, where three Legion centurions will stand near the hole in the wall. At their feet you will see three dead NKR soldiers, one of whom is named Private Hudson.

Good Natured

Having a kind soul, you prefer to resolve issues peacefully. You get +5 to the Barter, Medicine, Repair, Science, and Speech skills, but -5 to the Energy Weapons, Explosives, Weapons, Melee, and Unarmed skills. weapons."

This feature increases the character's social skills, but reduces combat ones. Despite the fact that this feature was supposedly created for players playing peaceful pacifists, it would be a good choice for warlike ones too. After all, most, as a rule, develop only one or two combat skills (depending on their preferences) and, at the same time, use all social skills in one way or another.

Therefore, the feature gives twenty-five additional points to those skills that characters are forced to use frequently during the game (buying and selling things, persuading NPCs in conversations, repairing weapons and equipment, character self-healing, unlocking terminals), minus five or ten points from the favorites you fighting skills.

Kamikaze

You get +10 action points, but your carelessness reduces the damage threshold by 2.

Action Points (AP): used only in V.A.T.S. mode. in order to aim and hit selected parts of the enemy's body. The number of possible attacks in this mode is limited by the current value of AP, since each hit inflicted reduces their supply. Different types of weapons require different amounts of AP. The total amount of AP available depends on your character's Agility score, in FNV it is calculated by the formula: AP = 65 + (3 * DEX) and can be increased permanently through perks and temporarily through certain food, drink and other things.

Damage Threshold (DT): This is an armor indicator that determines its ability to reduce damage inflicted on a character. In Fallout 3, armor has one characteristic - damage resistance (DR), which reduces damage received by N percent. In Fallout: New Vegas, the armor PU is first subtracted from the damage value, the result is then multiplied by (100% - DP). For example, if an enemy hits a character and his blow should remove 10 HP, and the character is wearing armor with PU 2, then 2 will be subtracted from 10 damage and 8 will remain. However, the damage received cannot be less than 20% of the original, that is, if due to the PU and SU armor the damage drops to zero, then 20% of the original amount of damage inflicted will still be counted.

Unpredictable (Loose Cannon)

From grenades to spears, you throw everything 30% faster, but your throw range suffers, being 25% less.

By choosing this feature, the character gains in the frequency of throws of throwing weapons, but loses in the range of damage. In V.A.T.S. mode The amount of AP required for each throw of a thrown weapon is reduced by 30%, but the distance from which it is possible to hit the target is also reduced. Subsequently, this penalty can be compensated by taking the “Swipe” perk, which increases the throw range and flight speed of thrown weapons by 50%.

Those affected by this feature include all melee throwing weapons, all types of grenades and sticks of dynamite. Full list: Proton Throwing Hatchet, Proton Inverse Throwing Hatchet, Throwing Hatchet, Throwing Knife, Throwing Spear, Tomahawk, Fire Bomb, Frag Grenade, Holy Frag Grenade, Dynamite, Long Fuse Dynamite, Plasma Grenade, Pulse Grenade, Micro Nuclear Bundle ( GRA), micronuclear grenade (GRA), nuclear grenade (GRA), tin grenade (GRA).

Built to Destroy

If the fire burns twice as bright, it will go out twice as quickly. Any weapon gains +3% critical strike chance, but equipment wears out 15% faster.

In fact, it turns out that the weapon breaks down too quickly, especially at first, when all the barrels are already barely alive. There are no obvious disadvantages only for players who use only throwing weapons (spears, hatchets) and explosive weapons. However, despite the fact that grenades, mines and sticks of dynamite are always in excellent condition, they do not have a bonus to critical damage, which makes this feature useless for those who like to destroy opponents with frag grenades, for example.

The chance of a critical hit depends on the condition of the weapon, so you should always keep your weapon in good condition to get any benefit from this feature. Note that the weapon degrades with each shot or hit, so this feature affects rapid-fire weapons much more noticeably.

Note: The Full Maintenance perk, which you can get after taking Raoul as a partner, fully compensates for the increased wear rate of equipment.

Fast Shot

Using normal and energy weapons, you shoot 20% faster, but also 20% less accurately.

Reducing accuracy reduces the chance of a hit when shooting in V.A.T.S mode. and adds tremors to the character’s hands while aiming using the zoom. Please note that this feature reduces the maximum accuracy in V.A.T.S mode. up to 76%, which negates the effect of the Commando, Sniper and Duelist perks.

Example in numbers: a large-caliber sniper has a spread of 0.015 and a rate of fire of 0.4. With "Offhand Shooting" the spread will increase to 0.018 and the rate of fire to 0.48, so the difference will be negligible. Automatic weapons, with their already high base dispersion, “tolerate” this feature much worse.

This feature goes well with other options for saving action points (with the “Matlogic” perk, in particular). For some weapons, the AP cost of each shot is significantly reduced, allowing you to fire more shots in V.A.T.S. Example: “All-American” carbine, standard AP value 13, when used with “Offhand Shooting” and “Matlogic” the AP cost drops to 9.36.

Trigger Discipline

Using normal and energy weapons, you shoot 20% slower, but 20% more accurately.

If you take this feature, and then the Commando, Duelist and Sniper perks, this will increase the chance of hitting the enemy in the head in V.A.T.S mode. up to 87.5%. The increase is very significant compared to the "Offhand Shooting" feature, which increases the chance of hitting an enemy in the head by only 25% with all the above perks. This feature is best suited for a sniper character, as it allows you to shoot with greater accuracy over a greater distance.

Note: You should not select “Offhand Shooting” and “Trigger Technique” at the same time, as their effects are opposite. It would seem that they should balance each other out, but no, according to the rules of the game mechanics, “Offhand Shooting” multiplies the rate of fire by 1.2 and accuracy by 0.8, while “Trigger Technique” multiplies the rate of fire by 0.8 and accuracy by 1.2. Thus, if you choose both traits for your character, you will receive a 4% reduction in accuracy and rate of fire:

100% - (100% * 0.8 * 1.2) = 4%

Heavy Handed

Your melee and unarmed attacks deal more damage but less critical damage.

This trait increases the damage from melee and unarmed attacks by 20%, in exchange for reducing the critical damage they deal by 60%. Since your character deals more damage with Heavy Hand, critical damage reduction may fall by the wayside unless you rely primarily on sneak critical attacks or your character deals critical damage frequently (certain perk and weapon combinations can provide a guaranteed chance critical hit).

Example in numbers: take a machete with a critical hit chance of 7.5% (the base chance for the character is 5% multiplied by 1.5 (the critical hit chance for a machete)), so the character will inflict an average of one critical hit from 13-14. We get that the damage from a machete without and with “Heavy Hand” should be like this:

Without Heavy Hand: 13 * 11 (damage) + 1 critical hit (+11 damage) = 154 damage
With Heavy Hand: 13 * 13.2 (increased damage 11 * 1.2) + 1 critical hit (+4.5 damage = 11 * 0.6) = 176 damage

Weapon most compatible with Heavy Hand: thermal spear (10 units of critical damage); chainsaw (8 units of critical damage); "Ripper" and electric chaser (5 units of critical damage); reinforcement (very low chance of inflicting a critical hit); a board with nails, a cue and a rolling pin (zero chance of inflicting a critical hit).

Four Eyes

By wearing glasses of any type, you receive a +1 increase in perception, and by removing glasses, you receive a -1 penalty.

Requirements: Perception less than 10 and greater than 1.

Taking this trait reduces your character's base Perception score by 1 point. This circumstance may have an impact in the future in the form of the impossibility of taking perks that require a base Perception value of 6 (for example, the “Sniper” perk). Conclusion: bespectacled people who want to take such perks will have to set Perception to at least 7 when generating a character or increase the parameter using “Intensive Training”.

Equipping glasses to a character with this trait actually increases Perception by +2, thereby negating the -1. Thus, the only positive thing will be a plus to the skills “Explosives”, “Hacking” and “Energy Weapons” when wearing glasses.

Notes: Lucky shades provide a +3 Perception bonus to a character with this trait, while they do not provide a Perception bonus to a character without it. This feature does not apply to motorcycle glasses (Biker Goggles).

Shustrik (Small Frame)

Your slight build allows you to gain +1 to agility, but you damage your limbs easily.

The character receives +1 to Dexterity with all the resulting benefits (later taking perks with Dexterity requirements and a permanent increase of +2 dependent skills), however, his limbs - arms, legs and head - receive 25% more damage and, therefore, they break faster. This feature is very suitable for snipers, not for melee combat. At level 14, you can mitigate the negative effect of this feature on your character by taking the Diamond Skeleton perk (limbs receive only 50% of all normal damage, with the exception of damage they receive when falling or jumping from a great height).

Note: after suffering 50 fractures, the character gains the “Tough Guy” test ability, which reduces the damage dealt to limbs by 20%, thereby almost completely eliminating the negative impact of the “Nimble” trait.

Features added to the game by the Old World Blues add-on

Peculiarities Advantages Fines Codes
+1 to all S.P.E.C.I.A.L. when in open areas. -1 to all S.P.E.C.I.A.L. while in the premises. xx0133ae
+2 to all S.P.E.C.I.A.L. during the period from 6:00 to 12:00. -1 to all S.P.E.C.I.A.L. during the period from 18:00 to 6:00. xx012767
You can carry 25 pounds more weight. -1 to all S.P.E.C.I.A.L. stats if you have less than 160 lbs of cargo in your backpack. xx01276d
+15% damage dealt when your health is below 50%. -2 to Perception and Dexterity when you are below 50% health. xx01276b
The chemicals last twice as long and the likelihood of dependence on them is zero. Character development is limited to level 30. xx01276e
+5 points to each skill. You receive -10% less experience. xx012b86
Claustrophobia

You are afraid of closed spaces (perhaps because mutants live there). You gain a +1 bonus to S.P.E.C.I.A.L. attributes when going outside and a -1 penalty when going inside.

Due to the simplified verification of the conditions for the applicability of this feature, a character located in some actually enclosed spaces will not suffer from claustrophobia, such as destroyed buildings in the open air and the like. Only those rooms will be considered closed if you see a loading screen upon entering.

This feature can cause problems when picking locks or hacking into computers in rooms (where safes and computers are most often located), but the resulting -2 to Hacking and Science can be compensated by using various chemicals or magazines that temporarily increase skills.

Early Bird

Hello early risers! You gain +2 to all S.P.E.C.I.A.L. attributes. from 6 am to 12 pm, but from 6 pm to 6 am, when you are not at your peak, all attributes are reduced by 1.

Every morning for 6 hours you get +2 to all attributes, but every night for 12 hours -1 to all attributes. This feature is very suitable for lovers of a healthy lifestyle, having dinner on time and spending the night in their bed, but for the restless Courier this is not always possible.

The negative impact of this feature can be mitigated by taking the Night Creature perk: +2 to Intelligence and Perception from 6 pm to 6 am, outdoors and indoors. “Lark” goes well with the “Solar Battery” perk: +2 to Strength and restoration of health points (+1 HP per 1 second), in the open air from 6 am to 6 pm.

Hoarder

You may carry 25 pounds more than normal, but all S.P.E.C.I.A.L. attributes. are reduced by one if you have less than 160 lbs in your backpack.

This feature works great together with the perks “Strong Backbone”, “Load on the Shoulders”, “Fleabag” and “Long Journeys”, as well as with the perk “Travel Light”, which increases movement speed even when overloaded. To neutralize the negative impact of this feature, it is worth filling an empty backpack with various heavy and low-value items that you won’t mind throwing away as soon as the character has 160 pounds of luggage.

Note: for a character with the "Hoarder" trait, who has equipped the courier's cloak (NKR variant), and who has taken the "Strong Backbone" and "Weight on the Shoulders" perks, the maximum carry weight becomes equal to 400 pounds.

Hot Blooded

When your health falls below 50% of normal, you gain +15% damage, but your agility and perception are reduced by 2 points.

On the one hand, you will increase the damage dealt if you receive a bonus, but at the same time the values ​​of the “Weapons”, “Energy Weapons” and “Explosives” skills will decrease by 4, which will lead to a decrease in damage (fists and melee weapons are most beneficial in this situation). Negative effects can be offset by using chemicals, taking certain perks and features, equipping armor or clothing that increases the attributes and combat skills affected by the feature. You can constantly maintain your health below 50% and, in addition, take the “Selfless Devotion” perk (the damage resistance of your companions will increase by 50%).

Note: There is a mistake in the in-game description of this feature, it says "you get +10% damage", although through G.E.K.K. the modifier Calculate Weapon Damage = 1.15 is visible.

Logan's Loophole

You will never be sent to a nursing home, you will be forever young (no higher than level 30)! You are not at risk of becoming dependent on chemicals, and all drugs will last twice as long... but after 30, goodbye experience, abilities and skill points!

This feature is not limited to just chemicals and medications, it also applies to skill logs, food, stealth combat, purified water, and so on. Regarding the limitation of character development to level 30, this is not critical; leveling up above is not mandatory and is not required to complete the game and all add-ons.

This feature is the only way to gain immunity to all kinds of addictions (since the effects of perks that reduce the likelihood of getting addictions are multiplied, not cumulative).

Trained

You have the skills, but not the experience. You get +5 points to each skill, but from now on you earn 10% less experience.

The trait gives a total of 65 skill points, which is very useful early in the game. If you choose “Kind Soul” in addition to “Trained”, then the minus -5 points to combat skills will be eliminated, and all non-combat skills will receive an additional +5 points.

You gain a lot of experience when beating the game and all the additions, so you may not even notice the negative effects of this feature - if you want, you will still upgrade your character to the maximum. Therefore, this feature is considered by many to be effective, and perks that increase the amount of experience earned are useless.

If you can't accept the loss of experience, take the "Diligent Student" perk or rest more often to get a "Charge of Vigor" (although they cannot completely neutralize the negative effect of this feature, you will still lose 1% of experience). An alternative to the "Diligent Student" is the "Lessons Learned" perk (Lonesome Road), which fully compensates for the decrease in the amount of experience gained.


Our character in Fallout: New Vegas has a lot of different skills and abilities with which you can specialize in several areas. Let's take a closer look at the list of skills, ways to increase them, and what they affect in the game world.

When creating a character, you can select three skills that will immediately receive +15 to their value.

At level 16 using the perk Tag! (Prize!) you can choose a fourth skill, which will also immediately receive a bonus of 15 units.

Each level we will receive a certain number of skill points (depending on intelligence), which we can distribute between any skills at our discretion. There are also various magazines and magazines scattered around the world that allow you to raise a certain skill.

Magazines increase this skill by 10 (20 with the perk Comprehension) for a small amount of time, books increase the skill by only 3 (4 with the perk), but forever. Skills are also influenced by characteristics (+2 for each unit), things, drugs and alcohol.

Perk Educated, available at level 4, will give you +2 skill points each new level, I recommend taking it as soon as possible.

Skills can affect various options for developing dialogues with NPCs, and sometimes allow you to complete a task in a non-standard way.

Well, let's proceed to a more detailed description of each of the skills.

Barter

The art of bargaining and bargaining. Depending on its value, you can get a significant discount in stores or talk NPCs into giving you a big reward for completing a task.

Behind every 20 points in barter you will receive 9% discount in stores, at zero these values ​​are equal to 45% of the cost of the item when selling and 155% when buying.

That is, with a barter of 100, you can sell things for 90% and buy for 110% of their nominal value. Discounts from various factions further modify this percentage.

The initial barter level when generating a character is equal to the formula: 2+(charisma*2)+(luck/2).

Perks that require barter skill ():

  • Pack Rat (Junk) (level 8)
  • Long Haul (Far Journeys) (level 12)

Energy Weapons

Ability to handle laser, plasma and other energy weapons, this also includes a flamethrower. Affects accuracy and damage when firing from this type of weapon; when firing in bursts, the hit chance is calculated for each charge separately. Skill depends on perception.

The initial level of energy weapons during character generation is calculated as follows: 2+(perception*2)+(luck/2).

Perks that require the Energy Weapons skill ():

  • Plasma Spaz (Plasma Hello) (level 10)
  • Meltdown (Decomposition) (level 16)
  • Laser Commander (Level 22)

Companions proficient in energy weapons ():

  • Arcade Gannon (Arcade Gannon)
  • Veronica (Veronica)

Explosives

The Explosives skill is responsible for using explosive weapons, clearing mines, and producing explosives. Skill depends on perception.

Every 2 points skill increases explosive damage by 1. That is, with an explosives skill of 80, you will deal 40 more damage from explosions.

The initial explosive skill level at character generation is calculated as follows: 2+(perception*2)+(luck/2).

Perks that require Explosives skill():

  • Heave, Ho! (Swipe) (2nd level)
  • Demolition Expert (Expert Sapper) (level 6)
  • Pyromaniac (Pyromaniac) (level 12)
  • Hit the Deck (Get down!) (level 12)
  • Splash Damage (Level 12)

Guns

Responsible for the ability to handle firearms with standard ammunition (bullets). Affects accuracy and damage when shooting from this type of weapon. Depends on dexterity.

With a weapon skill of 100, the damage is doubled compared to a weapon skill of zero.

The initial level of a weapon when generating a character is equal to the formula: 2+(dexterity*2)+(luck/2).

Perks that require Weapon Skill():

  • Rapid Reload (Level 2)
  • Run 'n Gun (Run and Shoot) (Level 4)
  • Shotgun Surgeon (Two barrels) (level 6)
  • Cowboy (Cowboy) (level 8)
  • Center of Mass (Level 14)
  • Concentrated Fire (Level 18)

Companions with weapon skill ():

  • Craig Boone
  • Raul Tejada (Raul)
  • Cass

Lockpick

Responsible for the possibility of breaking locks. Every 25 skill points allow you to pick increasingly complex locks. Skill depends on perception.

Easy locks require 25 skill points, medium - 50, difficult - 75 and very difficult, respectively, 100 points.

The initial hacking level when generating a character is equal to the formula: 2+(perception*2)+(luck/2).

The only one perk that requires hacking skill: Infiltrator (Burgler) (level 18).

Medicine

The Medicine skill is responsible for the effective use and production of Stimpaks, Super Stimpaks and other medical supplies. Depends on intelligence.

The initial level of medicine when generating a character is equal to the formula: 2+(intelligence*2)+(luck/2).

Perks that require the Medicine skill():

  • Living Anatomy (Practical Anatomy) (Level 8)
  • Chemist (Chemist) (level 14)
  • Chem Resistant (Level 16)

Melee Weapons (Melee Weapons)"]

Affects damage done with melee weapons. After 50 skill points, special attacks become available, which have greater impact power, attack speed and can impose additional effects on enemies, such as knockback or stunning, depending on the type of weapon. Skill depends on strength.

In VATS mode, a special strike costs 50 action points, however, it can also be done in real-time combat mode. To do this, you need to hold down the attack button while moving forward.

The initial melee weapon skill level during character generation is calculated as follows: 2+(strength*2)+(luck/2).

Perks that require melee weapon skill():

  • Cowboy (Cowboy) (level 8)
  • Super Slam (Super Strike) (level 8)
  • Unstoppable Force (level 12)
  • Ninja (Ninja) (level 20)

Companions proficient in melee weapons ():

  • Lily (Lily)

Repair

The repair skill is responsible for the efficiency of field repairs and the production of ammunition. At high values, new recipes become available for production. Depends on intelligence.

The initial level of repair skill during character generation is calculated as follows: 2+(intelligence*2)+(luck/2).

Perks that require repair skill():

  • Hand Loader (Level 6)
  • Jury Rigging (Crazy hands) (level 14)

Science

Responsible for the ability to hack a terminal (similar to the hacking skill, for every 25 points more complex terminals). The skill also allows you to recycle used ammunition for energy weapons and is required in the production of drugs. Depends on intelligence.

The initial level of science when generating a character is equal to the formula: 2+(intelligence*2)+(luck/2).

Perks that require Science skill():

  • Vigilant Recycler (Thrifty owner) (level 6)
  • Math Wrath (Matlogic) (level 10)
  • Nerd Rage! (Nerd's Frenzy) (level 10)
  • Robotics Expert (Roboticist) (level 12)
  • Computer Whiz (Hacker) (level 18)
  • Nuka Chemist (Nuclear Chemist) (level 22)

Sneak

The skill allows you to sneak and be invisible to the enemy. Hitting from cover is a 100% crit. Depends on dexterity.

The initial stealth level when generating a character is equal to the formula: 2+(dexterity*2)+(luck/2).

Perks that require stealth skill():

  • Friend of the Night (Friend of the Night) (level 2)
  • The Professional (Level 6)
  • Mister Sandman (Sandman) (level 10)
  • Silent Running (Level 12)
  • Ninja (Ninja) (level 20)

Speech

The skill is responsible for your ability to convince others that you are right. It is one of the most important skills in the game, thanks to its active influence on NPCs through dialogues. Depends on charisma.

The initial level of eloquence skill during character generation is calculated as follows: 2+(charisma*2)+(luck/2).

Perk that requires Speech skill: Terrifying Presence (Terrible person) (level 8).

Survival

Allows you to cook food and make poisons. The skill also increases the effectiveness of food and its bonuses. Depends on stamina.

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