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Fallout 2 perks

From The Vault

For general information about perks, see Perk.

In Fallout 2, perks are selected every 3 levels (or every 4 levels if you have the Skilled trait). For perks with multiple ranks the benefit listed should be interpreted as "per rank".

Contents

[edit] Regular perks

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 be used only 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 and 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 converstaion
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 (Statistic) 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 addition 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 NPCs
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 1 +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

[edit] Special perks

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
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

[edit] See also

Perks of Fallout 2