(Redirected from Perks/Fallout 2)
This page lists all perks in Fallout 2.
General information
Perks are selected every third level (or fourth with the Skilled trait). There are 70 regular perks and 12 special perks.
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 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 only be used 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 the user favorably, regardless of reputation nor 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 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 conversation |
Explorer | 9 | 1 | Higher chance of finding special places and people in random encounters | |
Faster Healing | 3 | EN 6 | 3 | +2 bonus to user's healing rate |
Fortune Finder | 6 | LK 8 | 1 | Additional money is found during random encounters |
Gain | 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 < 9 | 3 | +2 to Strength when determining 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 to user's 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 user |
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 user's 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 | 12 | 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 user's traits | |
Mysterious Stranger | 9 | LK 4 | 1 | Chance of gaining 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 additional 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 non-player characters |
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 | PE 6 | 1 | +15% to Outdoorsman |
Salesman | 6 | Barter 50% | 1 | +20% 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 | 3 | +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 |
Autodoc Raised Hit Points | <4 IN, 9 Luck, Ride the Autodoc Rodeo | Vault City | +2 HP |
Autodoc Raised Hit Points II | <4 IN, 10 Luck, Ride the Autodoc Rodeo | Vault City | +4 HP |
Autodoc Lowered Hit Points | <4 IN, 2 Luck, Ride the Autodoc Rodeo | Vault City | -2 HP |
Autodoc Lowered Hit Points II | <4 IN, 1 Luck, Ride the Autodoc Rodeo | 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 |
Weapon perks
These are hidden perks that apply whenever the user has a particular weapon equipped, providing additional bonuses.
Name | Effect | Weapons using the perk |
---|---|---|
Weapon Accurate | +20% hit chance at all ranges | See article |
Weapon Knockback | Knocks back the target (1 hex per 5 points of damage) | See article |
Weapon Long Range | Hit chance reduced for targets farther than 4*(Perception - 2) hexes (200% increase) | See article |
Weapon Penetrate | Target's Damage Threshold reduced by 80% | See article |
Weapon Fast Reload | Reduces reloading cost to 1 AP | .44 Magnum (speed load) |
Weapon Flameboy | Lowers threshold for burning death animation to 15 points of damage | Improved flamer |
Weapon Night Sight | Removes penalties for illumination | FN FAL (night sight) |
Weapon Scope Range | Hit chance reduced for targets farther than 5*(Perception - 2) hexes (250% effective range) | Scoped hunting rifle |
Armor perks
These are hidden perks that apply whenever the user wears a particular armor, providing additional bonuses.
Name | Effect | Armors using the perk |
---|---|---|
Combat Armor | Radiation Resistance is increased by +20% | |
Powered Armor | Strength is increased by +3 and Radiation Resistance by +30% | |
Armor Advanced I | Strength increased by +4 and Radiation Resistance +60% | Advanced power armor |
Armor Advanced II | Strength increased by +4 and Radiation Resistance +75% | Advanced power armor Mk II |
Armor Charisma | Charisma increased by +2 | None |
Unused
Notes
Chems such as Mentats or Buffout increase SPECIAL stats temporarily. Perks taken under chem influence are permanent, even when the stats fall under the requirements after the chems wear out.