Light Step

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Light Step is a perk in Fallout 2, Fallout 3, Fallout: New Vegas, Fallout Tactics and J.E. Sawyer's Fallout Role-Playing Game.

Fallout 2 and Fallout Tactics

You are agile, lucky, and always careful. This perk halves your chances of setting off a trap.

— Fallout 2 In-game description

This perk is relatively broken in Fallout 2. It doesn't affect every mine in the game, just the ones at Sierra Army Depot .

Fallout 3 and Fallout: New Vegas

With the Light Step perk, you’ll never set off an enemy's mines or floor-based traps.

Traps can still be set off by your companions (including "floating" companions such as RL-3 or ED-E), possibly resulting in you taking damage as well. Only your companions will take damage from rigged shotguns (unless you are in between) and bear traps. Other traps such as explosive baby carriages still go off, and grenade bouquets triggered by a floor trap will still go off if you make contact with the grenades, or shoot them.

Floor-based traps include:

  • Mines
  • Trip Wires
  • Pressure Plate
  • Bear Traps

Note that mines have a high value to weight ratio. With the Light Step perk, they can be harvested for resale with no difficulty, making this one of the more profitable perks to have.


J.E. Sawyer's Fallout Role-Playing Game

Maybe it was the landmine that almost blew your leg off, or maybe it was the sight of your buddy in pieces next to you. Whatever the cause, when you meet the triggering criteria for a landmine, door bomb, or steel trap, there is a 4 in 20 chance per rank that it fails to go off anyway.

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