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− | + | {{Navbox overviews FO2}} |
|
{{overviewintro |
{{overviewintro |
||
|subject =perk |
|subject =perk |
||
|game =FO2 |
|game =FO2 |
||
+ | }}{{Games|FO2}} |
||
⚫ | |||
==General information== |
==General information== |
||
− | In ''[[Fallout 2]]'', |
+ | 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 (Fallout)|Mentats]] or [[Buffout (Fallout)|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 perks== |
==Regular perks== |
||
− | {| |
+ | {| class="va-table sortable" |
+ | |||
|- |
|- |
||
! scope="col" |Name |
! scope="col" |Name |
||
Line 18: | Line 19: | ||
! scope="col" |Ranks |
! scope="col" |Ranks |
||
! Benefit |
! Benefit |
||
+ | |||
|- |
|- |
||
|- |
|- |
||
Line 25: | Line 27: | ||
| 2 |
| 2 |
||
| Additional action point available in combat |
| Additional action point available in combat |
||
+ | |||
|- |
|- |
||
| [[Adrenaline Rush]] |
| [[Adrenaline Rush]] |
||
Line 31: | Line 34: | ||
| 1 |
| 1 |
||
| +1 to Strength when your HP drops below 50% |
| +1 to Strength when your HP drops below 50% |
||
+ | |||
|- |
|- |
||
| [[Awareness]] |
| [[Awareness]] |
||
Line 37: | Line 41: | ||
| 1 |
| 1 |
||
| Examining a target shows hitpoints, weapon and ammunition count |
| Examining a target shows hitpoints, weapon and ammunition count |
||
+ | |||
|- |
|- |
||
| [[Better Criticals]] |
| [[Better Criticals]] |
||
Line 43: | Line 48: | ||
| 1 |
| 1 |
||
| 20% bonus on the critical hit table |
| 20% bonus on the critical hit table |
||
+ | |||
|- |
|- |
||
| [[Bonus HtH Attacks]] |
| [[Bonus HtH Attacks]] |
||
Line 49: | Line 55: | ||
| 1 |
| 1 |
||
| Hand-to-hand attacks cost 1 AP less to perform |
| Hand-to-hand attacks cost 1 AP less to perform |
||
+ | |||
|- |
|- |
||
| [[Bonus HtH Damage]] |
| [[Bonus HtH Damage]] |
||
Line 55: | Line 62: | ||
| 3 |
| 3 |
||
| +2 points of damage for hand-to-hand and melee attacks |
| +2 points of damage for hand-to-hand and melee attacks |
||
+ | |||
|- |
|- |
||
| [[Bonus Move]] |
| [[Bonus Move]] |
||
Line 60: | Line 68: | ||
| [[Agility|AG]] 5 |
| [[Agility|AG]] 5 |
||
| 2 |
| 2 |
||
− | | Two extra APs per turn that can be used |
+ | | Two extra APs per turn that can only be used for movement |
+ | |||
|- |
|- |
||
| [[Bonus Ranged Damage]] |
| [[Bonus Ranged Damage]] |
||
Line 67: | Line 76: | ||
| 2 |
| 2 |
||
| +2 points of damage for attacks with ranged weapons |
| +2 points of damage for attacks with ranged weapons |
||
+ | |||
|- |
|- |
||
| [[Bonus Rate of Fire]] |
| [[Bonus Rate of Fire]] |
||
Line 73: | Line 83: | ||
| 1 |
| 1 |
||
| Ranged weapon attacks cost 1 AP less to perform |
| Ranged weapon attacks cost 1 AP less to perform |
||
+ | |||
|- |
|- |
||
| [[Cautious Nature]] |
| [[Cautious Nature]] |
||
Line 79: | Line 90: | ||
| 1 |
| 1 |
||
| +3 to Perception during random encounters |
| +3 to Perception during random encounters |
||
+ | |||
|- |
|- |
||
| [[Comprehension]] |
| [[Comprehension]] |
||
Line 85: | Line 97: | ||
| 1 |
| 1 |
||
| 50% more skill points when reading books |
| 50% more skill points when reading books |
||
+ | |||
|- |
|- |
||
| [[Cult of Personality]] |
| [[Cult of Personality]] |
||
Line 90: | Line 103: | ||
| [[Charisma|CH]] 10 |
| [[Charisma|CH]] 10 |
||
| 1 |
| 1 |
||
− | | People will always view you favorably, no matter your reputation |
+ | | People will always view you favorably, no matter your reputation nor their alignment |
+ | |||
|- |
|- |
||
| [[Demolition Expert]] |
| [[Demolition Expert]] |
||
Line 97: | Line 111: | ||
| 1 |
| 1 |
||
| Explosives do more damage and always detonate on time |
| Explosives do more damage and always detonate on time |
||
+ | |||
|- |
|- |
||
| [[Dodger]] |
| [[Dodger]] |
||
Line 103: | Line 118: | ||
| 1 |
| 1 |
||
| +5 to your Armor Class |
| +5 to your Armor Class |
||
+ | |||
|- |
|- |
||
| [[Earlier Sequence]] |
| [[Earlier Sequence]] |
||
Line 109: | Line 125: | ||
| 3 |
| 3 |
||
| +2 to attack sequence |
| +2 to attack sequence |
||
+ | |||
|- |
|- |
||
| [[Educated]] |
| [[Educated]] |
||
Line 115: | Line 132: | ||
| 3 |
| 3 |
||
| +2 skill points at level up |
| +2 skill points at level up |
||
+ | |||
|- |
|- |
||
| [[Empathy]] |
| [[Empathy]] |
||
Line 120: | Line 138: | ||
| [[Perception|PE]] 7, [[Intelligence|IN]] 5 |
| [[Perception|PE]] 7, [[Intelligence|IN]] 5 |
||
| 1 |
| 1 |
||
− | | Reaction levels are shown when in an indepth |
+ | | Reaction levels are shown when in an indepth conversation |
+ | |||
|- |
|- |
||
| [[Explorer]] |
| [[Explorer]] |
||
| 9 |
| 9 |
||
− | | |
+ | | |
| 1 |
| 1 |
||
| Higher chance of finding special places and people in random encounters |
| Higher chance of finding special places and people in random encounters |
||
+ | |||
|- |
|- |
||
| [[Faster Healing]] |
| [[Faster Healing]] |
||
Line 133: | Line 153: | ||
| 3 |
| 3 |
||
| +2 bonus to your healing rate |
| +2 bonus to your healing rate |
||
+ | |||
|- |
|- |
||
| [[Fortune Finder]] |
| [[Fortune Finder]] |
||
Line 139: | Line 160: | ||
| 1 |
| 1 |
||
| Additional money is found during random encounters |
| Additional money is found during random encounters |
||
+ | |||
|- |
|- |
||
− | | [[Gain ( |
+ | | [[Gain (statistic)|Gain]] |
| 12 |
| 12 |
||
| (Statistic) < 10 |
| (Statistic) < 10 |
||
| 1 (x7) |
| 1 (x7) |
||
| +1 to the respective Statistic |
| +1 to the respective Statistic |
||
+ | |||
|- |
|- |
||
− | | [[Gambler]] |
+ | | [[Gambler (perk)|Gambler]] |
| 6 |
| 6 |
||
| [[Gambling]] 50% |
| [[Gambling]] 50% |
||
| 1 |
| 1 |
||
| +20% to Gambling |
| +20% to Gambling |
||
+ | |||
|- |
|- |
||
− | | [[Ghost]] |
+ | | [[Ghost (perk)|Ghost]] |
| 6 |
| 6 |
||
| [[Sneak]] 60% |
| [[Sneak]] 60% |
||
| 1 |
| 1 |
||
| +20% to Sneak in dark conditions |
| +20% to Sneak in dark conditions |
||
+ | |||
|- |
|- |
||
| [[Harmless]] |
| [[Harmless]] |
||
| 6 |
| 6 |
||
− | | [[Steal]] 50%, [[Karma]] 50 or more |
+ | | [[Steal]] 50%, [[Karma (Fallout 2)|Karma]] 50 or more |
| 1 |
| 1 |
||
| +20% to Steal |
| +20% to Steal |
||
+ | |||
|- |
|- |
||
| [[Healer]] |
| [[Healer]] |
||
Line 169: | Line 195: | ||
| 2 |
| 2 |
||
| 4-10 more hit points healed when using First Aid or Doctor skills |
| 4-10 more hit points healed when using First Aid or Doctor skills |
||
+ | |||
|- |
|- |
||
| [[Heave Ho!]] |
| [[Heave Ho!]] |
||
Line 175: | Line 202: | ||
| 1 |
| 1 |
||
| +2 to Strength when determing range of a thrown weapon |
| +2 to Strength when determing range of a thrown weapon |
||
+ | |||
|- |
|- |
||
| [[Here and Now]] |
| [[Here and Now]] |
||
| 3 |
| 3 |
||
− | | |
+ | | |
| 1 |
| 1 |
||
| Immediately gain an extra level |
| Immediately gain an extra level |
||
+ | |||
|- |
|- |
||
| [[HtH Evade]] |
| [[HtH Evade]] |
||
Line 187: | Line 216: | ||
| 1 |
| 1 |
||
| +2 for each unused Action Point, plus 1/12 your Unarmed skill to Armor Class at the end of a combat turn |
| +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]] |
| [[Kama Sutra Master]] |
||
Line 193: | Line 223: | ||
| 1 |
| 1 |
||
| Some characters more likely to have sex with you |
| Some characters more likely to have sex with you |
||
+ | |||
|- |
|- |
||
| [[Karma Beacon]] |
| [[Karma Beacon]] |
||
Line 199: | Line 230: | ||
| 1 |
| 1 |
||
| Karma is doubled for the purposes of dialogue and reactions |
| Karma is doubled for the purposes of dialogue and reactions |
||
+ | |||
|- |
|- |
||
| [[Lifegiver]] |
| [[Lifegiver]] |
||
Line 205: | Line 237: | ||
| 2 |
| 2 |
||
| Additional 4 Hit Points on level-up |
| Additional 4 Hit Points on level-up |
||
+ | |||
|- |
|- |
||
| [[Light Step]] |
| [[Light Step]] |
||
Line 211: | Line 244: | ||
| 1 |
| 1 |
||
| 50% reduction in your chance of setting off a trap |
| 50% reduction in your chance of setting off a trap |
||
+ | |||
|- |
|- |
||
| [[Living Anatomy]] |
| [[Living Anatomy]] |
||
Line 217: | Line 251: | ||
| 1 |
| 1 |
||
| +10% to Doctor and +5 damage to living creatures |
| +10% to Doctor and +5 damage to living creatures |
||
+ | |||
|- |
|- |
||
| [[Magnetic Personality]] |
| [[Magnetic Personality]] |
||
Line 223: | Line 258: | ||
| 1 |
| 1 |
||
| +1 to the number of party members who can be recruited |
| +1 to the number of party members who can be recruited |
||
+ | |||
|- |
|- |
||
| [[Master Thief]] |
| [[Master Thief]] |
||
Line 229: | Line 265: | ||
| 1 |
| 1 |
||
| +15% to skills: Lockpick and Steal |
| +15% to skills: Lockpick and Steal |
||
+ | |||
|- |
|- |
||
| [[Master Trader]] |
| [[Master Trader]] |
||
Line 235: | Line 272: | ||
| 1 |
| 1 |
||
| 25% discount when purchasing items from stores and traders |
| 25% discount when purchasing items from stores and traders |
||
+ | |||
|- |
|- |
||
| [[Medic (perk)|Medic]] |
| [[Medic (perk)|Medic]] |
||
Line 241: | Line 279: | ||
| 1 |
| 1 |
||
| +10% to skills: First Aid and Doctor |
| +10% to skills: First Aid and Doctor |
||
+ | |||
|- |
|- |
||
| [[More Criticals]] |
| [[More Criticals]] |
||
Line 247: | Line 286: | ||
| 3 |
| 3 |
||
| +5% chance of critical hits |
| +5% chance of critical hits |
||
+ | |||
|- |
|- |
||
| [[Mr. Fixit]] |
| [[Mr. Fixit]] |
||
Line 253: | Line 293: | ||
| 1 |
| 1 |
||
| +10% to skills: Repair and Science |
| +10% to skills: Repair and Science |
||
+ | |||
|- |
|- |
||
| [[Mutate!]] |
| [[Mutate!]] |
||
| 9 |
| 9 |
||
− | | |
+ | | |
| 1 |
| 1 |
||
| Change one of your traits |
| Change one of your traits |
||
+ | |||
|- |
|- |
||
| [[Mysterious Stranger]] |
| [[Mysterious Stranger]] |
||
Line 265: | Line 307: | ||
| 1 |
| 1 |
||
| Chance you will gain a temporary ally in random encounters |
| Chance you will gain a temporary ally in random encounters |
||
+ | |||
|- |
|- |
||
| [[Negotiator]] |
| [[Negotiator]] |
||
Line 271: | Line 314: | ||
| 1 |
| 1 |
||
| +10% to skills: Speech and Barter |
| +10% to skills: Speech and Barter |
||
+ | |||
|- |
|- |
||
| [[Night Vision]] |
| [[Night Vision]] |
||
Line 277: | Line 321: | ||
| 1 |
| 1 |
||
| 20% reduction in darkness level |
| 20% reduction in darkness level |
||
+ | |||
|- |
|- |
||
| [[Pack Rat]] |
| [[Pack Rat]] |
||
| 6 |
| 6 |
||
− | | |
+ | | |
| 1 |
| 1 |
||
− | | Carry an |
+ | | Carry an additional 50 lbs. of equipment |
+ | |||
|- |
|- |
||
| [[Pathfinder]] |
| [[Pathfinder]] |
||
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| 2 |
| 2 |
||
| 25% reduction in travel time on the world map |
| 25% reduction in travel time on the world map |
||
+ | |||
|- |
|- |
||
| [[Pickpocket]] |
| [[Pickpocket]] |
||
Line 295: | Line 342: | ||
| 1 |
| 1 |
||
| Size and facing modifiers are ignored when stealing from someone |
| Size and facing modifiers are ignored when stealing from someone |
||
+ | |||
|- |
|- |
||
| [[Presence]] |
| [[Presence]] |
||
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| [[Charisma|CH]] 6 |
| [[Charisma|CH]] 6 |
||
| 3 |
| 3 |
||
− | | +10% to initial reaction of |
+ | | +10% to initial reaction of non-player characters |
+ | |||
|- |
|- |
||
| [[Pyromaniac]] |
| [[Pyromaniac]] |
||
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| 1 |
| 1 |
||
| +5 points of damage with fire-based weapons, more violent fire death animations |
| +5 points of damage with fire-based weapons, more violent fire death animations |
||
+ | |||
|- |
|- |
||
| [[Quick Pockets]] |
| [[Quick Pockets]] |
||
Line 313: | Line 363: | ||
| 1 |
| 1 |
||
| Inventory access during combat only costs 2 AP |
| Inventory access during combat only costs 2 AP |
||
+ | |||
|- |
|- |
||
| [[Quick Recovery]] |
| [[Quick Recovery]] |
||
Line 319: | Line 370: | ||
| 1 |
| 1 |
||
| Getting up after being knocked down in combat only costs 1 AP |
| Getting up after being knocked down in combat only costs 1 AP |
||
+ | |||
|- |
|- |
||
| [[Rad Resistance]] |
| [[Rad Resistance]] |
||
Line 325: | Line 377: | ||
| 2 |
| 2 |
||
| +15% to Radiation Resistance |
| +15% to Radiation Resistance |
||
+ | |||
|- |
|- |
||
| [[Ranger]] |
| [[Ranger]] |
||
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| 1 |
| 1 |
||
| +15% to Outdoorsman |
| +15% to Outdoorsman |
||
+ | |||
|- |
|- |
||
| [[Salesman]] |
| [[Salesman]] |
||
Line 337: | Line 391: | ||
| 1 |
| 1 |
||
| +15% to Barter |
| +15% to Barter |
||
+ | |||
|- |
|- |
||
| [[Scout]] |
| [[Scout]] |
||
Line 343: | Line 398: | ||
| 1 |
| 1 |
||
| Amount of viewable map increased |
| Amount of viewable map increased |
||
+ | |||
|- |
|- |
||
| [[Sharpshooter]] |
| [[Sharpshooter]] |
||
Line 349: | Line 405: | ||
| 1 |
| 1 |
||
| +2 to Perception when determining range modifiers |
| +2 to Perception when determining range modifiers |
||
+ | |||
|- |
|- |
||
| [[Silent Death]] |
| [[Silent Death]] |
||
Line 355: | Line 412: | ||
| 1 |
| 1 |
||
| When sneaking HtH attacks from behind do double damage |
| When sneaking HtH attacks from behind do double damage |
||
+ | |||
|- |
|- |
||
| [[Silent Running]] |
| [[Silent Running]] |
||
Line 361: | Line 419: | ||
| 1 |
| 1 |
||
| Able to sneak and run at the same time |
| Able to sneak and run at the same time |
||
+ | |||
|- |
|- |
||
| [[Slayer]] |
| [[Slayer]] |
||
Line 367: | Line 426: | ||
| 1 |
| 1 |
||
| All HtH attacks are critical hits |
| All HtH attacks are critical hits |
||
+ | |||
|- |
|- |
||
| [[Smooth Talker]] |
| [[Smooth Talker]] |
||
Line 373: | Line 433: | ||
| 3 |
| 3 |
||
| +1 to Intelligence for the purposes of dialogue |
| +1 to Intelligence for the purposes of dialogue |
||
+ | |||
|- |
|- |
||
| [[Snakeater]] |
| [[Snakeater]] |
||
Line 379: | Line 440: | ||
| 2 |
| 2 |
||
| +25% to Poison Resistance |
| +25% to Poison Resistance |
||
+ | |||
|- |
|- |
||
| [[Sniper]] |
| [[Sniper]] |
||
Line 385: | Line 447: | ||
| 1 |
| 1 |
||
| Increased chance to score a critical hit with ranged weapons |
| Increased chance to score a critical hit with ranged weapons |
||
+ | |||
|- |
|- |
||
| [[Speaker]] |
| [[Speaker]] |
||
Line 391: | Line 454: | ||
| 1 |
| 1 |
||
| +20% to Speech |
| +20% to Speech |
||
+ | |||
|- |
|- |
||
| [[Stonewall]] |
| [[Stonewall]] |
||
Line 397: | Line 461: | ||
| 1 |
| 1 |
||
| Reduction in chance to be knocked down during combat |
| Reduction in chance to be knocked down during combat |
||
+ | |||
|- |
|- |
||
| [[Strong Back]] |
| [[Strong Back]] |
||
Line 402: | Line 467: | ||
| [[Strength|ST]] 6, [[Endurance|EN]] 6 |
| [[Strength|ST]] 6, [[Endurance|EN]] 6 |
||
| 3 |
| 3 |
||
− | | Carry an additional 50 |
+ | | Carry an additional 50 lbs. of equipment |
+ | |||
|- |
|- |
||
| [[Survivalist]] |
| [[Survivalist]] |
||
Line 409: | Line 475: | ||
| 1 |
| 1 |
||
| +25% to Outdoorsman |
| +25% to Outdoorsman |
||
+ | |||
|- |
|- |
||
| [[Swift Learner]] |
| [[Swift Learner]] |
||
Line 415: | Line 482: | ||
| 3 |
| 3 |
||
| +5% bonus whenever XP is earned |
| +5% bonus whenever XP is earned |
||
+ | |||
|- |
|- |
||
| [[Tag!]] |
| [[Tag!]] |
||
| 12 |
| 12 |
||
− | | |
+ | | |
| 1 |
| 1 |
||
| Pick an addition Tag Skill |
| Pick an addition Tag Skill |
||
+ | |||
|- |
|- |
||
| [[Thief]] |
| [[Thief]] |
||
| 3 |
| 3 |
||
− | | |
+ | | |
| 1 |
| 1 |
||
| +10% to skills: Sneak, Lockpick, Steal and Traps |
| +10% to skills: Sneak, Lockpick, Steal and Traps |
||
+ | |||
|- |
|- |
||
| [[Toughness]] |
| [[Toughness]] |
||
Line 433: | Line 503: | ||
| 3 |
| 3 |
||
| +10% to damage resistance |
| +10% to damage resistance |
||
+ | |||
|- |
|- |
||
| [[Weapon Handling]] |
| [[Weapon Handling]] |
||
| 12 |
| 12 |
||
− | | [[Strength|ST]] < 7, [[AG]] 5 |
+ | | [[Strength|ST]] < 7, [[Agility|AG]] 5 |
| 1 |
| 1 |
||
| +3 to Strength for weapon calculations |
| +3 to Strength for weapon calculations |
||
Line 442: | Line 513: | ||
==Special perks== |
==Special perks== |
||
− | {| |
+ | {| class="va-table sortable" |
! Name |
! Name |
||
! Requirements/cost |
! Requirements/cost |
||
! Location(s) |
! Location(s) |
||
! Benefit |
! Benefit |
||
+ | |||
|- |
|- |
||
− | | [[Alcohol Lowered |
+ | | [[Alcohol Lowered Hit Points]] |
| 2 [[Luck]], Consume 100 bottles of [[Alcohol-Z]] |
| 2 [[Luck]], Consume 100 bottles of [[Alcohol-Z]] |
||
| [[Vault City]] |
| [[Vault City]] |
||
| -2 HP |
| -2 HP |
||
+ | |||
|- |
|- |
||
− | | [[Alcohol Lowered |
+ | | [[Alcohol Lowered Hit Points II]] |
| 1 [[Luck]], Consume 100 bottles of [[Alcohol-Z]] |
| 1 [[Luck]], Consume 100 bottles of [[Alcohol-Z]] |
||
| [[Vault City]] |
| [[Vault City]] |
||
− | | - |
+ | | -4 HP |
+ | |||
|- |
|- |
||
− | | [[Alcohol Raised |
+ | | [[Alcohol Raised Hit Points]] |
| 9 [[Luck]], Consume 100 bottles of [[Alcohol-Z]] |
| 9 [[Luck]], Consume 100 bottles of [[Alcohol-Z]] |
||
| [[Vault City]] |
| [[Vault City]] |
||
| +2 HP |
| +2 HP |
||
+ | |||
|- |
|- |
||
− | | [[Alcohol Raised |
+ | | [[Alcohol Raised Hit Points II]] |
| 10 [[Luck]], Consume 100 bottles of [[Alcohol-Z]] |
| 10 [[Luck]], Consume 100 bottles of [[Alcohol-Z]] |
||
| [[Vault City]] |
| [[Vault City]] |
||
| +4 HP |
| +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]] |
| [[Dermal Impact Armor]] |
||
− | | Combat |
+ | | Combat armor, $5000–$7000, 2 days |
| [[Vault City]], [[Redding]], [[San Francisco]] |
| [[Vault City]], [[Redding]], [[San Francisco]] |
||
| +5% to Damage Resistance against normal and explosion damage |
| +5% to Damage Resistance against normal and explosion damage |
||
+ | |||
|- |
|- |
||
| [[Dermal Impact Assault Enhancement]] |
| [[Dermal Impact Assault Enhancement]] |
||
− | | [[Dermal Impact Armor]], |
+ | | [[Dermal Impact Armor]], combat armor, $30000-$40000, 5 Days |
| [[Vault City]], [[Redding]], [[San Francisco]] |
| [[Vault City]], [[Redding]], [[San Francisco]] |
||
| +10% to Damage Resistance against normal and explosion damage, -1 [[Charisma]] |
| +10% to Damage Resistance against normal and explosion damage, -1 [[Charisma]] |
||
+ | |||
|- |
|- |
||
| [[Expert Excrement Expeditor]] |
| [[Expert Excrement Expeditor]] |
||
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| [[Broken Hills]] |
| [[Broken Hills]] |
||
| +5% [[Speech]] skill |
| +5% [[Speech]] skill |
||
+ | |||
|- |
|- |
||
| [[Gecko Skinning]] |
| [[Gecko Skinning]] |
||
| Rescue [[Smiley]] |
| Rescue [[Smiley]] |
||
− | | [[Toxic |
+ | | [[Toxic caves]] |
| Ability to skin geckos for sale |
| Ability to skin geckos for sale |
||
+ | |||
|- |
|- |
||
| [[Phoenix Armor Implants]] |
| [[Phoenix Armor Implants]] |
||
− | | Combat |
+ | | Combat armor, $8000–$10000, 3 days |
| [[Vault City]], [[Redding]], [[San Francisco]] |
| [[Vault City]], [[Redding]], [[San Francisco]] |
||
| +5% to Damage Resistance against plasma, laser and fire weapons |
| +5% to Damage Resistance against plasma, laser and fire weapons |
||
+ | |||
|- |
|- |
||
| [[Phoenix Assault Enhancement]] |
| [[Phoenix Assault Enhancement]] |
||
− | | [[Phoenix Armor Implants]], |
+ | | [[Phoenix Armor Implants]], combat armor, $30000-$50000, 4-6 Days |
| [[Vault City]], [[Redding]], [[San Francisco]] |
| [[Vault City]], [[Redding]], [[San Francisco]] |
||
| +10% to Damage Resistance against plasma, laser and fire weapons, -1 [[Charisma]] |
| +10% to Damage Resistance against plasma, laser and fire weapons, -1 [[Charisma]] |
||
+ | |||
|- |
|- |
||
| [[Vault City Training]] |
| [[Vault City Training]] |
||
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| [[Vault City]] |
| [[Vault City]] |
||
| +5% to skills: [[Doctor]] and [[First Aid]] |
| +5% to skills: [[Doctor]] and [[First Aid]] |
||
+ | |||
|- |
|- |
||
| [[Vault City Inoculations]] |
| [[Vault City Inoculations]] |
||
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| [[Vault City]] |
| [[Vault City]] |
||
| +10% to poison and radiation resistance |
| +10% to poison and radiation resistance |
||
⚫ | |||
+ | |||
+ | ==Weapon perks== |
||
+ | These are hidden perks that apply whenever the Chosen One has a particular weapon equipped, providing additional bonuses. |
||
+ | {|border="1" cellpadding="2" class="va-table sortable" |
||
+ | ! Name |
||
+ | ! Effect |
||
+ | ! Weapons using the perk |
||
+ | |- |
||
+ | |[[Weapon Accurate]] |
||
+ | | +20% hit chance at all ranges |
||
+ | |See [[Weapon Accurate|article]] |
||
+ | |||
+ | |- |
||
+ | |[[Weapon Knockback]] |
||
+ | |Knocks back the target (1 hex per 5 points of damage) |
||
+ | |See [[Weapon Knockback|article]] |
||
+ | |||
+ | |- |
||
+ | |[[Weapon Long Range]] |
||
+ | |Hit chance reduced for targets farther than 4*([[Perception]] - 2) hexes (200% increase) |
||
+ | |See [[Weapon Long Range|article]] |
||
+ | |- |
||
+ | |[[Weapon Penetrate]] |
||
+ | |Target's [[Damage Threshold]] reduced by 80% |
||
+ | |See [[Weapon Penetrate|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 perks== |
||
+ | These are hidden perks that apply whenever the Chosen One wears a particular armor, providing additional bonuses. |
||
+ | {|border="1" cellpadding="2" class="va-table" |
||
+ | ! Name |
||
+ | ! Effect |
||
+ | ! Armors using the perk |
||
+ | |- |
||
+ | |[[Combat Armor (perk)|Combat Armor]] |
||
+ | |[[Radiation Resistance]] is increased by 20% |
||
+ | |See article |
||
+ | |- |
||
+ | |[[Powered Armor (perk)|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 (Fallout 2)|Advanced power armor]] |
||
+ | |- |
||
+ | |[[Armor Advanced II]] |
||
+ | |[[Strength]] increased by +4 and [[Radiation Resistance]] +75 |
||
+ | |[[Advanced power armor Mk II (Fallout 2)|Advanced power armor Mk II]] |
||
+ | |- |
||
+ | |[[Armor Charisma]] |
||
+ | |[[Charisma]] increased by +2 |
||
+ | |None |
||
+ | |||
|} |
|} |
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{{Navbox perks FO2}} |
{{Navbox perks FO2}} |
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⚫ | |||
[[Category:Fallout 2 perks| ]] |
[[Category:Fallout 2 perks| ]] |
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[[Category:Perks| Fallout 2]] |
[[Category:Perks| Fallout 2]] |
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+ | |||
⚫ |
Revision as of 17:37, 31 July 2014
|
This page lists all perks in Fallout 2. |
|
General information
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 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 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 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 |
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 perks
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 perks
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 also
- Fallout perks
- Fallout 3 perks
- Fallout: New Vegas perks
- Fallout Tactics perks
- Fallout: Brotherhood of Steel skills