Light Step

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Light Step
Fallout 2, Fallout Tactics
requirementsLevel 9
Agility 5
Luck 5
effects50% less chance of setting off a trap
Fallout 3, Fallout: New Vegas
requirementsLevel 14
Agility 6
Perception 6
effectsNever set off enemy mines or floor-based traps
base id00031db7
J.E. Sawyer's Fallout RPG
requirementsAgility 5
Security 5
Sneak 5
effects4 in 20 chance (+4 for each rank) that a trap fails to go off regardless of modifiers

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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