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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". |
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". |
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==Regular perks== |
==Regular perks== |
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Revision as of 18:13, 3 December 2009
Template:FO2 overviews
This page lists all perks in Fallout 2. |
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General information
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".
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 |
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 |
See also
Template:FO2 perks