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Psycho (Fallout)

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For the psycho that appears in the Fallout series, see psycho.
Psycho
Chem psycho
effectsImmediate:
+3 Agility
-3 Intelligence
+50 Damage Resistance
After 4 Hours:
-3 Agility
+1 Intelligence
-25 Damage Resistance
After 8 Hours:
No effect on Agility
+2 Intelligence
-25 Damage Resistance
addiction20% Chance of Addiction
Effects for 1 Week, starting after 7 days
-2 Intelligence
weight0
value
400 fo1Gametitle-FO1
400 fo2Gametitle-FO2
400 fotGametitle-FOT
N/A vbGametitle-VB
prototype id00000110 fo1Gametitle-FO1
 
Gametitle-FO1Gametitle-FO2Gametitle-FOTGametitle-VB
Gametitle-FO1Gametitle-FO2Gametitle-FOTGametitle-VB

A unique delivery system filled with strange and unknown chemicals of probably military origin. It is supposed to increase the combat potential of a soldier.

Fallout in-game description

BackgroundEdit

This section is transcluded from Psycho. To change it, please edit the transcluded page.

Psycho appears as a form of injected drug composed of strange, unknown chemicals of military origin, that comes with its own unique delivery system. It was designed at the orders of General Chase specifically for military use. It increases a soldier's damage resistance, and its dampening effect on higher brain functions make for tough, but uncontrollable, troops. This drug was very popular for human-wave assaults.[1]

CharacteristicsEdit

Psycho is unique among Fallout/2 chems in that its main effect - damage resistance - persists in weaker form as the drug wears off, whereas other drugs have severe "coming down" penalties.

Characters with an odd Agility will get an effective +2 Action Points off using Psycho, comparable to using a Jet but without the severe addiction risk/penalty.

Psycho cannot take your damage resistance past the 90% cap. Nonetheless, the difference between even 80% and 90% can be the difference between a lethal or harmless critical hit.

Like other chems that reduce a SPECIAL stat in Fallout/2, Psycho can be used to exploitively increase high-level skills for reduced skill points, simply by consuming up to two Psycho to lower Intelligence-based skills below a threshold where skill points are more effective, investing in the skills, such that when Psycho wears off, your skill reverts to a higher score than it should have been if you had invested your skill points normally.

Fallout 2Edit

Psycho is rare through most the game, only turning up with increased prevalence in San Francisco. Even then, it is by far the most expensive chem in the game. All this is probably as a consequence of Psycho having an enormously powerful combat effect.

LocationsEdit

  • Vance sells various chems at Old Town, including Psycho.
  • Purchased from Renesco in New Reno.
  • Some can be found in San Francisco.
  • One can be found in a locker on the Enclave Oil Rig.

ReferencesEdit

  1. Fallout 2 Official Strategies & Secrets, p. 75

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