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Fallout 2 perks

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

In Fallout 2, perks are selected every 3rd level (or 4th with the Skilled trait). There are 70 regular perks and 12 special perks. For perks with multiple ranks the benefit listed should be interpreted as "per rank".

Chems can be taken (e.g., Mentats or Buffout) to increase desired SPECIAL stats temporarily; This way perks that wouldn't normally be available can be gained. Perks taken under drug influence remain permanent, even when the stats fall under the requirements after the chems wear out.

Regular perksEdit

Name Level req Other requirements Ranks Benefit
Action Boy 12 AG 5 2 Additional action point available in combat
Adrenaline Rush 6 ST < 10 1 +1 to Strength when your HP drops below 50%
Awareness 3 PE 5 1 Examining a target shows hitpoints, weapon and ammunition count
Better Criticals 9 PE 6, AG 4, LK 6 1 20% bonus on the critical hit table
Bonus HtH Attacks 15 AG 6 1 Hand-to-hand attacks cost 1 AP less to perform
Bonus HtH Damage 3 ST 6, AG 6 3 +2 points of damage for hand-to-hand and melee attacks
Bonus Move 6 AG 5 2 Two extra APs per turn that can only be used for movement
Bonus Ranged Damage 6 AG 6, LK 6 2 +2 points of damage for attacks with ranged weapons
Bonus Rate of Fire 15 PE 6, IN 6, AG 7 1 Ranged weapon attacks cost 1 AP less to perform
Cautious Nature 3 PE 6 1 +3 to Perception during random encounters
Comprehension 3 IN 6 1 50% more skill points when reading books
Cult of Personality 12 CH 10 1 People will always view you favorably, no matter your reputation nor their alignment
Demolition Expert 9 AG 4, Traps 75% 1 Explosives do more damage and always detonate on time
Dodger 9 AG 6 1 +5 to your Armor Class
Earlier Sequence 3 PE 6 3 +2 to attack sequence
Educated 6 IN 6 3 +2 skill points at level up
Empathy 6 PE 7, IN 5 1 Reaction levels are shown when in an indepth conversation
Explorer 9 1 Higher chance of finding special places and people in random encounters
Faster Healing 3 EN 3 3 +2 bonus to your healing rate
Fortune Finder 6 LK 8 1 Additional money is found during random encounters
Gain 12 (Statistic) < 10 1 (x7) +1 to the respective Statistic
Gambler 6 Gambling 50% 1 +20% to Gambling
Ghost 6 Sneak 60% 1 +20% to Sneak in dark conditions
Harmless 6 Steal 50%, Karma 50 or more 1 +20% to Steal
Healer 3 PE 7, IN 5, AG 6, First Aid 40% 2 4-10 more hit points healed when using First Aid or Doctor skills
Heave Ho! 6 ST less than 9 1 +2 to Strength when determing range of a thrown weapon
Here and Now 3 1 Immediately gain an extra level
HtH Evade 12 Unarmed 75% 1 +2 for each unused Action Point, plus 1/12 your Unarmed skill to Armor Class at the end of a combat turn
Kama Sutra Master 3 EN 5, AG 5 1 Some characters more likely to have sex with you
Karma Beacon 9 CH 6 1 Karma is doubled for the purposes of dialogue and reactions
Lifegiver 12 EN 4 2 Additional 4 Hit Points on level-up
Light Step 9 AG 5, LK 5 1 50% reduction in your chance of setting off a trap
Living Anatomy 12 Doctor 60% 1 +10% to Doctor and +5 damage to living creatures
Magnetic Personality 6 CH < 10 1 +1 to the number of party members who can be recruited
Master Thief 12 Lockpick 50%, Steal 50% 1 +15% to skills: Lockpick and Steal
Master Trader 9 CH 7, Barter 75% 1 25% discount when purchasing items from stores and traders
Medic 12 First Aid 40% or Doctor 40% 1 +10% to skills: First Aid and Doctor
More Criticals 6 LK 6 3 +5% chance of critical hits
Mr. Fixit 12 Science 40% or Repair 40% 1 +10% to skills: Repair and Science
Mutate! 9 1 Change one of your traits
Mysterious Stranger 9 LK 4 1 Chance you will gain a temporary ally in random encounters
Negotiator 6 Barter 50%, Speech 50% 1 +10% to skills: Speech and Barter
Night Vision 3 PE 6 1 20% reduction in darkness level
Pack Rat 6 1 Carry an additional 50 lbs. of equipment
Pathfinder 6 EN 6, Outdoorsman 40% 2 25% reduction in travel time on the world map
Pickpocket 15 AG 8, Steal 80% 1 Size and facing modifiers are ignored when stealing from someone
Presence 3 CH 6 3 +10% to initial reaction of non-player characters
Pyromaniac 9 Big Guns 75% 1 +5 points of damage with fire-based weapons, more violent fire death animations
Quick Pockets 3 AG 5 1 Inventory access during combat only costs 2 AP
Quick Recovery 6 AG 5 1 Getting up after being knocked down in combat only costs 1 AP
Rad Resistance 6 EN 6, IN 4 2 +15% to Radiation Resistance
Ranger 6 EN 6 1 +15% to Outdoorsman
Salesman 6 Barter 50% 1 +15% to Barter
Scout 3 PE 7 1 Amount of viewable map increased
Sharpshooter 9 PE 7, IN 6 1 +2 to Perception when determining range modifiers
Silent Death 18 AG 10, Sneak 80%, Unarmed 80% 1 When sneaking HtH attacks from behind do double damage
Silent Running 6 AG 6, Sneak 50% 1 Able to sneak and run at the same time
Slayer 24 ST 8, AG 8, Unarmed 80% 1 All HtH attacks are critical hits
Smooth Talker 3 IN 4 3 +1 to Intelligence for the purposes of dialogue
Snakeater 6 EN 3 2 +25% to Poison Resistance
Sniper 24 PE 8, AG 8, Small Guns 80% 1 Increased chance to score a critical hit with ranged weapons
Speaker 9 Speech 50% 1 +20% to Speech
Stonewall 3 ST 6 1 Reduction in chance to be knocked down during combat
Strong Back 3 ST 6, EN 6 3 Carry an additional 50 lbs. of equipment
Survivalist 3 EN 6, IN 6, Outdoorsman 40% 1 +25% to Outdoorsman
Swift Learner 3 IN 4 3 +5% bonus whenever XP is earned
Tag! 12 1 Pick an addition Tag Skill
Thief 3 1 +10% to skills: Sneak, Lockpick, Steal and Traps
Toughness 3 EN 6, LK 6 3 +10% to damage resistance
Weapon Handling 12 ST < 7, AG 5 1 +3 to Strength for weapon calculations

Special perksEdit

Name Requirements/cost Location(s) Benefit
Alcohol Lowered Hit Points 2 Luck, Consume 100 bottles of Alcohol-Z Vault City -2 HP
Alcohol Lowered Hit Points II 1 Luck, Consume 100 bottles of Alcohol-Z Vault City -4 HP
Alcohol Raised Hit Points 9 Luck, Consume 100 bottles of Alcohol-Z Vault City +2 HP
Alcohol Raised Hit Points II 10 Luck, Consume 100 bottles of Alcohol-Z Vault City +4 HP
Autodoc Raised Hit Points <4 IN, 9 Luck, Ride the Autodoc Rodeo Vault City +2 HP
Autodoc Raised Hit Points II <4 IN, 10 Luck, Ride the Autodoc Rodeo Vault City +4 HP
Autodoc Lowered Hit Points <4 IN, 2 Luck, Ride the Autodoc Rodeo Vault City -2 HP
Autodoc Lowered Hit Points II <4 IN, 1 Luck, Ride the Autodoc Rodeo Vault City -4 HP
Dermal Impact Armor Combat armor, $5000–$7000, 2 days Vault City, Redding, San Francisco +5% to Damage Resistance against normal and explosion damage
Dermal Impact Assault Enhancement Dermal Impact Armor, combat armor, $30000-$40000, 5 Days Vault City, Redding, San Francisco +10% to Damage Resistance against normal and explosion damage, -1 Charisma
Expert Excrement Expeditor >4 Intelligence Broken Hills +5% Speech skill
Gecko Skinning Rescue Smiley Toxic caves Ability to skin geckos for sale
Phoenix Armor Implants Combat armor, $8000–$10000, 3 days Vault City, Redding, San Francisco +5% to Damage Resistance against plasma, laser and fire weapons
Phoenix Assault Enhancement Phoenix Armor Implants, combat armor, $30000-$50000, 4-6 Days Vault City, Redding, San Francisco +10% to Damage Resistance against plasma, laser and fire weapons, -1 Charisma
Vault City Training 75% Doctor Skill Vault City +5% to skills: Doctor and First Aid
Vault City Inoculations 75% Doctor Skill, Vault City Training Vault City +10% to poison and radiation resistance

Weapon perksEdit

These are hidden perks that apply whenever the Chosen One has a particular weapon equipped, providing additional bonuses.

Name Effect Weapons using the perk
Weapon Accurate +20% hit chance at all ranges See article
Weapon Knockback Knocks back the target (1 hex per 5 points of damage) See article
Weapon Long Range Hit chance reduced for targets farther than 4*(Perception - 2) hexes (200% increase) See article
Weapon Penetrate Target's Damage Threshold reduced by 80% See article
Weapon Fast Reload Reduces reloading cost to 1 AP .44 magnum (speed load)
Weapon Flameboy Lowers threshold for burning death animation to 15 points of damage Improved flamer
Weapon Night Sight Removes penalties for illumination FN FAL (night sight)
Weapon Scope Range Hit chance reduced for targets farther than 5*(Perception - 2) hexes (250% effective range) Scoped hunting rifle

Armor perksEdit

These are hidden perks that apply whenever the Chosen One wears a particular armor, providing additional bonuses.

Name Effect Armors using the perk
Combat Armor Radiation Resistance is increased by 20% See article
Powered Armor Strength is increased by +3 and Radiation Resistance by +30% See article
Armor Advanced I Strength increased by +4 and Radiation Resistance +60 Advanced power armor
Armor Advanced II Strength increased by +4 and Radiation Resistance +75 Advanced power armor Mk II
Armor Charisma Charisma increased by +2 None

See alsoEdit

Perks in Fallout 2

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