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Fallout 2 consumables

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This page lists all consumables in Fallout 2.
  • The content is not described in full detail on this page. For details, please see the respective articles.
  • For consumables in other Fallout games, please see "Consumable".
  • For an overview of Fallout 2 content, please refer to "Portal:Fallout 2".
 
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List of Fallout 2 consumablesEdit

Image Name Addiction
Rate
Weight
(lbs)
Value
(Caps)
Effect/Quest/Note
Alcohol-Z None - $20 Immediate: +3 Hit Points
Chem Antidote Antidote None 1 $50 Immediate: -25 Poison
After 1 Minute: -25 Poison
After 2 Minutes: -25 Poison
Chem beer Beer 20% Chance of Addiction 0 $5 Immediate: -1 Perception
After 30 Minutes: +1 Perception
Chem Booze Booze 20% Chance of Addiction 1 $10 Immediate: -1 Perception
After 30 Minutes: +1 Perception
Chem Buffout Buffout 25% Chance of Addiction

Effects after 48 Hours of non-use
-2 Strength
-3 Agility
-2 Endurance

0 $200

Immediate: +2 Strength, +2 Agility, +3 Endurance
After 6 Hours: -4 Strength, -4 Agility, -4 Endurance
After 18 Hours: +2 Strength, +2 Agility, +1 Endurance

Chem Cookie Cookie None 0 $0 Immediate: +1 Maximum Action Points
After 15 Minutes: -1 Maximum Action Points
Chem fruit Fruit None 1 $10 Immediate: +1 to +4 Hit Points
After 2 Hours: +1 Radiated
After 8 Hours: +1 Radiated
Chem GGBeer Gamma Gulp beer 20% Chance of Addiction 0 $5 Immediate: -1 Perception
After 30 Minutes: +1 Perception
Chem Powder Healing powder None 1 $20 Immediate: +8 to 18 Hit Points-1 Perception
After 6 Hours:+1 Perception
Chem Hypo Hypo None 0 $500 Immediate: +75 to +100 Hit Points
Iguanaonastick1 Iguana-on-a-stick None 1 $20

+1 to +4 Hit Points

Chem jet Jet 50% Chance of Addiction, which is permanent without the Cure

After 2 days on Non-Use
-1 Strength
-1 Perception

0 $25 Immediate: +2 Action Points, +1 Strength, +1 Perception

After 5 Minutes: -4 Action Points, -4 Strength, -4 Perception
After 24 Hours: +2 Action Points, +3 Strength, +3 Perception

Chem AntiJet Jet antidote None 0 $25 Cured of Jet Addiction
Drymeat Meat jerky None 1 $5 N/A
Chem Mentats Mentats 15% Chance of Addiction

Effects for 1 Week, after 7 days of Non-use
-3 Intelligence
-2 Agility

0 $280 Immediate: +2 Intelligence, +2 Perception, +1 Charisma

After 1 Day: -4 Intelligence, -4 Perception, -3 Charisma
After 4 Days: +2 Intelligence, +2 Perception, +2 Charisma

Chem MChunk Monument chunk None 5 $0 Immediate: +3 Strength, +3 Agility, +50 Damage Resistance

After 1 Hour: -6 Strength, -6 Agility, -50 Damage Resistance
After 2 Hours: +3 Strength, +3 Agility

Chem MToe Mutated toe None 1 $0 Immediate: -3 Maximum HP, +2 Current Poison Level

After 7 days: +3 Maximum HP

Chem Nuka-Cola Nuka-Cola 10% Chance of Addiction

Starts at 30 minutes

0 $1/$3 None
Chem Poison Poison None 0 $200 None
Chem psycho Psycho 20% Chance of Addiction

Effects for 1 Week, starting after 7 days
-2 Intelligence

0 $400 Immediate: +3 Agility, -3 Intelligence, +50 Damage Resistance

After 4 Hours: -3 Agility, +1 Intelligence, -25 Damage Resistance
After 8 Hours: +2 Intelligence, -25 Damage Resistance

Chem RadAway RadAway 10% Chance of Addiction

Effects for 1 week, starting after 10 Days
-20 to Radiation Resistance

0 $500 Immediate: -25 Radiated

After 2 Hours: -50 Radiation Count
After 4 Hours: -75 Radiation Count

Chem Rad-X Rad-X None 0 $300 Immediate: +50 Radiation Resistance

After 24 Hours: -25 Radiation Resistance
After 48 Hours: -25 Radiation Resistance

Chem RRum Roentgen rum 20% Chance of Addiction 0 $0 Immediate: -2 Perception

After 30 Minutes: +2 Perception

Chem RotGut Rot gut 20% Chance of Addiction 0 $5 Immediate: -2 Perception

After 30 Minutes: +2 Perception

Chem stimpak Stimpak None 0 $175 Immediate: +5 to +20 Hit Points
Chem SuperStim Super stimpak None 1 $225 Immediate: +75 Hit Points

After 1 Minute: -3 Hit Points
After 2 Minutes: -6 Hit Points

Consumables in Fallout 2

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