Fallout: New Vegas Weapons and Utility Skills

Fallout: New Vegas Weapons and Utility Skills 2 - steamsplay.com
Fallout: New Vegas Weapons and Utility Skills 2 - steamsplay.com

Welcome. We sincerely hope that you find this Fallout: New Vegas Weapons and Utility Skills Guide useful.



Skills can affect nearly single thing you do in Fallout: New Vegas to an extent, and some of them are more effective than others. It’s important to be aware of which ones are which so you don’t dump an entire level-up into one weapon skill that you will never use or, God forbid, invest even one point in the Barter skill. Instead of arranging the skills in order, I’m going to separate the skills into two categories that are: Utility Skills and Weapon Skills. Utility Skills will be further subdivided but I’ll start with weapons.

Weapon Skills

Guns, Energy Weapons and Explosives, Weapons, Melee Weapons and Unarmed

In almost all situations, you should select one of these five skills to improve and ignore the rest. The five types of weapons are available at the beginning of the game and they are all almost equally viable. It is possible to equip one weapon at once therefore it is not a good idea to spread your points. Choose one, make it one of the three skills you have in your tag, and commit to the weapon type you choose for the duration of the game.

Important to remember:

Guns covers the highest variety of playstyles and offers the most options, so it’s the best choice for a first playthrough, or maybe even for general play.

Explosives may affect the damage done by mines and grenades, however, it’s not worth leveling up if you use another weapon skill or grenades in order to take on groups of enemies. They’ll still cause quite a bit of damage without investing any money into the skill. You should choose Explosives only if you want to use something like the Grenade Rifle as a main weapon.

There is a lot of overlap between Unarmed and Melee Weapons however, some bonuses require Melee Weapons ability. Certain bonuses also affect Unarmed weapons, or vice versa. For instance, if you’re playing a game that is essentially New Vegas, the Slayer perk requires an Unarmed skill of 90 to be taken in addition to Melee Weapons too. This means that if you only play Melee and do not invest in Unarmed, you’ll never have access to this very beneficial perk. This is why I suggest that you install a mod to fix it. If you’re following Viva New Vegas, this will be fixed along with the mistake of having the Pyromaniac perk require explosives even when fire weapons are Energy or Melee Weapons.

Utility Skills

Speech, Barter Medicine, Survival Repair Science, Lockpick, and Sneak

First group, Medicine and Survival. These are your two options to heal New Vegas. Both of them impact the health of stimpaks or food items. In the majority of cases, you should choose one and keep it in place, just like the Weapon Skills in order to maximize your effectiveness with your healing. You should also tag one of these abilities, similar to how you tag weapons. (Use your third tag skill on one of the other Utility Skills.) However, Medicine is better in vanilla. Hardcore mode can swing Survival to your advantage However, If Survival isn’t your primary focus, there’s little reason to use Survival aside from playing.

Second group: Lockpick and Science. They’re both helpful for hacking, and Science controls hacking. Usually what you’ll find is that hacking levels are one level lower than the Lockpick level. The door that is locked hard has an Average terminal that opens it, and there is also an Average terminal that unlocks the door. Science wins this point however it must be not forgotten that there are a lot of locked doors or containers that do not have terminals that are corresponding, so it’s balanced. Science has many more uses other than hacking. There are skills checks in many quests, and some workbench mechanics. Overall, Science is probably better but it’s pretty annoying to walk around constantly passing safes and locked doors that have no terminal nearby. You should pick one of the two options to invest in, just like the first group.

Third group: Repair and Barter. Although it may seem odd to combine these two groups, if familiar with the game, you will soon be able to understand why. The economy of New Vegas is in crisis. If you gather all your opponents’ top-tier weapons and put them in excellent condition, you can sell them for thousands of dollars. The high cost of armor and weapons makes money extremely easy to earn in this game and betting with high luck in the casino. The Barter skill is , therefore, not valid. It’s not worth it, except for a few specific dialogue checks, like the one in Talent Pool to obtain the Mysterious Magnum. Most Barter checks only give you maybe 100 cap to earn a quest reward, as if that’s anything compared to the 2000 caps worth of gear you find by clearing out the cave. Barter sucks never use it. Apart from making money, repair has a lot of utility.

Speech, miscellaneous skills, and Sneak.

Sneaky is a good choice when you’re trying to be clever. You should invest in it if going with that combat style. If not, don’t.

Speech is overused in this game. Nearly all quests have at least one check for Speech and a good number have more. If you choose to invest in Speech it will give you an easy way to get the best possible outcome in a lot of quests, it gets you additional rewards, more opportunities, more information and generally, it’s the most effective skill in the game from a practical point of view. It’s almost like a 6th Weapons Skill that you could utilize to calm any situation. Many people tag Speech during every playthrough without even thinking about it. It’s that simple.


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