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Level 18 Perks
Fallout: New Vegas

Level 18 Perks

Explore the Level 18 Perks in Fallout: New Vegas, including Computer Whiz, Concentrated Fire, Infiltrator, Paralyzing Palm, and Walker Instinct. Learn which are worth taking.

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Explore the Level 18 Perks in Fallout: New Vegas, including Computer Whiz, Concentrated Fire, Infiltrator, Paralyzing Palm, and Walker Instinct. Learn which are worth taking.

This guide covers the perks available at Level 18 in Fallout: New Vegas. These include Computer Whiz, Concentrated Fire, Infiltrator, Paralyzing Palm, and Walker Instinct. We'll break down their requirements, effects, and provide analysis on their usefulness.

Computer Whiz

Requirements: Level 18, Intelligence 7, Science 70

Allows you to re-attempt hacking a computer after failing and being locked out.

Analysis: This perk is generally considered useless. The game allows you to save before hacking attempts, and if you fail, you can simply reload. Most locked computers either guard doors (which can be lockpicked) or disable turrets (which can be destroyed), making the lockout consequence minor.

Concentrated Fire

Requirements: Level 18, Energy Weapons 60, Guns 60

Increases accuracy to hit a specific body part in V.A.T.S. with each subsequent hit on that same body part.

Analysis: The effectiveness of this perk is questionable. Taking multiple consecutive shots in V.A.T.S. can leave you vulnerable, and the accuracy bonus may not be significant enough to warrant the risk. The in-game V.A.T.S. accuracy percentage is also noted to be unreliable.

Infiltrator

Requirements: Level 18, Energy Weapons 60, Lockpick 70

Allows you to attempt to pick a lock one more time if it was previously broken, including by a "Force Lock" attempt.

Analysis: Similar to Computer Whiz, this perk is largely redundant. Players can save before attempting to force a lock and reload if it breaks. The necessity of forcing locks is also debated, making this perk a low priority.

Paralyzing Palm

Requirements: Level 18, Unarmed 70

Grants a chance to perform a V.A.T.S. palm strike that paralyzes an enemy for 30 seconds when unarmed.

Analysis: While potent in Fallout 3, Paralyzing Palm is less effective in Fallout: New Vegas. Enemies are generally less durable, and the V.A.T.S. mechanic offers less safety, making relying on this perk a risky strategy, even for unarmed builds.

Walker Instinct

Requirements: Level 18, Survival 50

Grants +1 Perception and +1 Agility while outdoors.

Analysis: This perk offers a temporary boost to two SPECIAL attributes. However, players can achieve similar or better results by investing in the Intensive Training perk or by starting with higher base SPECIAL stats, making Walker Instinct a less optimal choice for permanent attribute enhancement.

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