Addiction

Addiction to a substance, or activity, means your body (or your mind) is in need of a daily dose to avoid withdrawal symptoms.

Overview

 * You can get addicted when you use too many drugs. As an addict, you suffer withdrawal symptoms only when you run out of supplies. Many substances in the Fallout games are addictive. Each chem has a chance of addiction. One of the most addictive drugs is Jet.
 * For Fallout 1 & 2, withdrawal effects occur after becoming addicted and going for some amount of time without using that chem. For non-jet addictions, addiction lasts 7 days from the onset of the withdrawal effects (nine days of non-use), while jet addiction lasts forever without the Jet Antidote.

Types of addiction
* Only in modded versions.

Fallout, Fallout 2, Fallout Tactics
{|cellspacing="0" cellpadding="0" border="1" style="text-align:center" class="fallout-table sortable" !nowrap="nowrap"|ITEM !nowrap="nowrap"|RISK !nowrap="nowrap"|DELAY !nowrap="nowrap"|DURATION !nowrap="nowrap"|FORM !nowrap="nowrap"|WITHDRAWAL EFFECTS
 * Beer
 * 5%
 * 7 days
 * Alcohol Addiction
 * align="left"| -1AG, -1CH
 * Buffout
 * 25%
 * 2 days
 * 7 days
 * Buffout Addiction
 * align="left"| -2ST, -2EN, -3AG
 * Jet
 * 50%
 * 2 days
 * Until Cure is taken
 * Jet
 * 50%
 * 2 days
 * Until Cure is taken


 * Jet Addiction
 * align="left"| -1ST, -1PE
 * Mentats
 * 15%
 * 7 days
 * 7 days
 * Mentats Addiction
 * align="left"| -3IN, -2AG
 * align="left"| -3IN, -2AG


 * Nuka-Cola
 * 10%
 * 30 minutes
 * 7 days
 * 7 days


 * Nuka-Cola Addiction
 * align="left"|N/A: "You crave more Nuka-Cola"
 * Psycho
 * 20%
 * 7 days
 * 7 days
 * Psycho Addiction
 * align="left"| -2IN
 * align="left"| -2IN


 * RadAway
 * 10%
 * 10 days
 * 7 days
 * 7 days

Whiskey, Vodka
 * Rad Away Addiction
 * align="left"| -20 Radiation Resistance
 * Scotch,
 * Scotch,
 * 10%
 * 7 days
 * Alcohol Addiction
 * align="left"| -1AG, -1CH
 * Tragic
 * Disabled from Fallout 2, depends on mod version
 * Disabled from Fallout 2, depends on mod version
 * Disabled from Fallout 2, depends on mod version
 * Tragic Addiction
 * align="left"|N/A: "You feel a burning desire to open another box of Tragic cards"
 * moonshine}
 * align="left"|N/A: "You feel a burning desire to open another box of Tragic cards"
 * moonshine}


 * In Fallout Tactics you can gain the Psychotic perk which makes you suffer less withdrawal from Psycho.

Fallout 3

 * In Fallout 3, addiction can be cured for a price in caps by visiting a doctor (like the one in Megaton). If you own a house in either Megaton or Tenpenny Tower, the addiction can be cleared for free if you own a My First Laboratory house improvement.


 * Items not listed in this table are not addictive in Fallout 3; This includes Rad-X, RadAway, and some other substances.


 * Risk is a base chance of addiction per use, and only applies to alcohol items in Fallout 3.
 * Magnitude is an accumulating chance of addiction. Accumulated values between approximately 75 and 175 are estimated to be equivalent to 1-100% chance, though the specifics remain unclear. The magnitude of the current item is added before the addiction check is performed.
 * Duration is the length of time required to pass without consuming the drug for the accumulated magnitude to be reset to zero.
 * An easy way to avoid addiction is to save before consuming said substance. If you become addicted, simply load from the earlier save, although this won't work if your addiction chance has reached 100%.


 * 1Note this only applies to plain mentats, the other variations (berry, orange, and grape) are non addictive.

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