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Action Boy • Action Girl • Adamantium Skeleton • Adrenaline • Adrenaline Rush • All Night Long • Animal Friend • Aquaboy • Aquagirl • Archer • Awareness • Barbarian • Basher • Better Criticals • Black Widow • Bloody Mess • Bonus HtH Attacks • Bonus HtH Damage • Bonus Move • Bonus Ranged Damage • Bonus Rate of Fire • Cannibal • Cautious Nature • Chem Resistant • Educated • Entomologist • Explorer • Faster Healing • Finesse • Gambler • Gladiator • Harmless • HtH Evade • More Criticals • Mysterious Savior • Negotiator • Night Person • • Power Armor Training • Presence • Quick Recovery • Rad Sponge • Salesman • United We Stand
This page lists all perks in Fallout 2.
General information[edit]
Perks are selected every third level (or fourth with the Skilled trait). There are 70 regular perks and 12 special perks.
All Perks[edit]
| Image | Name | Req | Ranks | Effects |
|---|---|---|---|---|
| Action Boy | Level 12 Agility 5 |
2 | Additional Action Points to spend every combat turn | |
| Adrenaline Rush | Level 6 Strength < 10 |
1 | Gain +1 Strength when you drop below 50% of your max HP | |
| Alcohol Lowered Hit Points | 2 Luck Consuming Alcohol-Z 100 times |
1 | -2 HP | |
| Alcohol Lowered Hit Points II | 1 Luck Consuming Alcohol-Z 100 times. |
1 | -4 HP | |
| Alcohol Raised Hit Points | 9 Luck Consuming Alcohol-Z 100 times. |
1 | +2 HP | |
| Alcohol Raised Hit Points II | 10 Luck Consuming Alcohol-Z 100 times. |
1 | +4 HP | |
| Armor Advanced I | +4 Strength +60 Radiation Resistance | |||
| Armor Advanced II | +4 Strength +75 Radiation Resistance | |||
| Armor Charisma | +2 Charisma | |||
| Autodoc Lowered Hit Points | 2 Luck Intelligence < 4 |
1 | -2 Hit Points | |
| Autodoc Lowered Hit Points II | 1 Luck Intelligence < 4 |
1 | -4 Hit Points | |
| Autodoc Raised Hit Points | Luck >2 Intelligence < 4 (9 in script) |
1 | +2 maximum Hit Points | |
| Autodoc Raised Hit Points II | Intelligence < 4 (10 in script) (unobtainable) | 1 | +4 Hit Points | |
| Awareness | Level 3 Perception 5 |
1 | Shows HP, equipped weapon and its ammunition count upon examining any character, creature or robot. | |
| Better Criticals | Level 9 Perception 6 Luck 6 Agility 4 |
1 | 20% bonus on the critical hit table, can trigger an instant kill effect | |
| Bonus HtH Attacks | Level 15 Agility 6 |
1 | Unarmed and melee attacks cost one less AP | |
| Bonus HtH Damage | Level 3 Agility 6 Strength 6 |
3 | You gain +2 points of damage with hand-to-hand and melee attacks | |
| Bonus Move | Level 6 Agility 5 |
2 | For each level of Bonus Move, you get 2 free APs each turn that can only be used for movement. | |
| Bonus Ranged Damage | Level 6 Agility 6 Luck 6 |
2 | +2 damage with ranged weapons | |
| Bonus Rate of Fire | Level 15 Perception 6 Intelligence 6 Agility 7 |
1 | 1 less AP needed for ranged attacks | |
| Cautious Nature | Level 3 Perception 6 |
1 | Effective +3 Perception for determining placement in random encounters | |
| Combat Armor | +20 Radiation Resistance | |||
| Comprehension | Level 3 Intelligence 6 |
1 | Gain 50% more skill points when reading books | |
| Cult of Personality | Level 12 Charisma 10 |
1 | Reputation always affects people favorably | |
| Demolition Expert | Level 9 Agility 4 Traps 75% |
1 | Explosives do more damage and always detonate on time | |
| Dermal Impact Armor | Complete the quest Gain combat implants 1x Combat Armor $5000, $5500 or $7000 |
1 | +5% Damage Resistance against normal and explosion damage | |
| Dermal Impact Assault Enhancement | Dermal Impact Armor 1x Combat Armor $30000, $33000 or $40000 |
1 | +10% Damage Resistance against normal and explosion damage -1 CH | |
| Dodger | Level 9 Agility 6 |
1 | Every level adds +5 to your Armor Class | |
| Earlier Sequence | Level 3 Perception 6 |
3 | +2 Sequence | |
| Educated | Level 6 Intelligence 6 |
3 | +2 skill points at each level up | |
| Empathy | Level 6 Perception 7 Intelligence 5 |
1 | You will see the reaction level of the person you are talking to, when involved in an in-depth conversation. | |
| Expert Excrement Expeditor | Intelligence > 4 Shoveling brahmin dung 5 times in a row |
1 | +5% to your Speech skill Reputation loss in Broken Hills | |
| Explorer | Level 9 | 1 | Higher chance of finding special places and people in random encounters | |
| Faster Healing | Level 3 Endurance 6 |
3 | +2 Healing Rate per level | |
| Fortune Finder | Level 6 Luck 8 |
1 | Find additional money during random encounters | |
| Gain | Level 12, (stat) < 10 | 1 (for each stat) | +1 to (stat) | |
| Gambler | Level 6 Gambling 50% |
1 | +20% to Gambling | |
| Gecko Skinning | Rescue Smiley | 1 | Allows skinning geckos for sale | |
| Ghost | Level 6 Sneak 60% |
1 | +20% Sneak during darkness conditions | |
| Harmless | Level 6 Steal 50% At least +50 Karma |
1 | +20% Steal | |
| Healer | Level 3 Perception 7 Agility 6 Intelligence 5 First Aid 40% |
2 | Each level will add 4-10 more Hit Points healed when using the First Aid or Doctor skills. | |
| Heave Ho! | Level 6 Strength < 9 |
3, 1 in patched Fallout 2 | Effective +2 ST per rank when determining thrown weapon range | |
| Here and Now | Level 3 Level 9 (unpatched) |
1 | Gain one additional experience level | |
| HtH Evade | Level 12 Unarmed 75% |
1 | AC increased by 2 for each unused AP, plus unarmed skill / 12 | |
| Kama Sutra Master | Level 3 Endurance 5 Agility 5 |
1 | You can have sex and unlock all dialogue option with any sex-specific characters regardless of your stats Add +2 points in the porn audition at the Golden Globes | |
| Karma Beacon | Level 9 Charisma 6 |
1 | Karma is doubled for the purposes of dialogue and reactions | |
| Lifegiver | Level 12 Endurance 4 |
2 | +4 HP for each rank of this perk per level | |
| Light Step | Level 9 Agility 5 Luck 5 |
1 | 50% less chance of setting off a trap | |
| Living Anatomy | Level 12 Doctor 60% |
1 | +10% Doctor +5 damage per attack against organics | |
| Magnetic Personality | Level 6 Charisma less than 10 |
1 | You get 1 extra slot in your companion limit. | |
| Master Thief | Level 12 Steal 50% Lockpick 50% |
1 | +15% to Steal and Lockpick | |
| Master Trader | Level 9 Charisma 7 Barter 75% |
1 | 25% discount when purchasing items from a store or trader | |
| Medic | Level 12 First Aid 40% or Doctor 40% |
1 | +10% First Aid and Doctor | |
| More Criticals | Level 6 Luck 6 |
3 | +5% critical chance | |
| Mr. Fixit | Level 12 Repair 40% or Science 40% |
1 | +10% to Science and Repair | |
| Mutate! | Level 9 | 1 | Change one trait for another | |
| Mysterious Stranger | Level 9 Luck 4 |
1 | Mysterious Stranger will appear occasionally in hostile random encounters to help you | |
| Negotiator | Level 6 Barter 50% Speech 50% |
1 | +10% to Speech and Barter (patched) +20% to Speech and Barter (unpatched) | |
| Night Vision | Level 3 Perception 6 |
1 | Reduces the overall darkness level by 20% | |
| Pack Rat | Level 6 | 1 | Carry Weight is increased by 50 lbs. | |
| Pathfinder | Level 6 Endurance 6 Outdoorsman 40% |
2 | World map travel time reduced by 25% per rank | |
| Phoenix Armor Implants | Needs to be bought Learned about implants in Vault City Combat Armor |
1 | 5% to Damage Resistance against plasma, laser and fire | |
| Phoenix Assault Enhancement | Needs to be bought Learned about implants in Vault City Phoenix Armor Implants Combat Armor |
1 | 10% to Damage Resistance against fire, laser and plasma Charisma|CH -1 | |
| Pickpocket | Level 15 Agility 8 Steal 80% |
1 | Ignore size and facing modifiers when stealing. | |
| [[File:|80x80px]] | Powered Armor | |||
| Presence | Level 3 Charisma 6 |
3 | The initial reaction of another person is improved by 10% for each level of this perk. | |
| Pyromaniac | Level 9 Big Guns 75% |
1 | +5 damage with fire-based weapons | |
| Quick Pockets | Level 3 Agility 5 |
1 | The cost to access Inventory during combat is only two AP with this Perk. | |
| Quick Recovery | Level 6 Agility 5 |
1 | It takes only 1 AP to stand up. | |
| Rad Resistance | Level 6 Endurance 6 Intelligence 4 |
2 | +15% Radiation Resistance | |
| Ranger | Level 6 Perception 6 |
1 | +15% Outdoorsman | |
| Salesman | Level 6 Barter 50% |
1 | +20% Barter | |
| Scout | Level 3 Perception 7 |
1 | This will increase the amount of the map you can see while exploring and make finding the special random encounters a little easier. | |
| Sharpshooter | Level 9 Perception 7 Intelligence 6 |
1 | +2 to Perception for the purposes of determining range modifiers. | |
| Silent Death | Level 18 Agility 10 Sneak 80% Unarmed 80% |
1 | While Sneaking, if you hit a critter in the back, you will cause double damage using a HtH attack. | |
| Silent Running | Level 6 Agility 6 Sneak 50% |
1 | Sneak and run at the same time | |
| Slayer | Level 24 Agility 8 Strength 8 Unarmed 80% |
1 | All hand-to-hand attacks cause critical hits. | |
| Smooth Talker | Level 3 Intelligence 4 |
3 | Each level of this Perk will increase Intelligence by one, for purposes of dialogue only. | |
| Snakeater | Level 6 Endurance 3 |
2 | +25% Poison Resistance per rank | |
| Sniper | Level 24 Perception 8 Agility 8 Small Guns 80% |
1 | Increased chance to score a critical hit | |
| Speaker | Level 9 Speech 50% |
1 | +40% to Speech (unpatched) +20% to Speech (patched) | |
| Stonewall | Level 3 Strength 6 |
1 | You are much less likely to be knocked down in combat. | |
| Strong Back | Level 3 Endurance 6 Strength 6 |
3 | Carry an additional 50 lbs. of equipment | |
| Survivalist | Level 3 Endurance 6 Intelligence 6 Outdoorsman 40% |
1 | You get a +25% bonus to Outdoorsman. (40 skill points, unpatched) | |
| Swift Learner | Level 3 | 3 | 5% bonus to Experience Points earned | |
| Tag! | Level 12 | 1 | Pick an additional Tag Skill (increasing that skill by +20% immediately and by 2% per skill point spent) | |
| Thief | Level 3 | 1 | One-time bonus: +10% Sneak +10% Lockpick +10% Steal +10% Traps (+10 skill points to each of those in unpatched Fallout 2) | |
| Toughness | Level 3 Endurance 6 Luck 6 |
3 | +10% Damage Resistance | |
| Vault City Inoculations | Vault City Training Doctor 75 |
1 | +10% Poison Resistance +10% Radiation Resistance | |
| Vault City Training | Doctor 75% | 1 | +5% First Aid, +5% Doctor | |
| Weapon Accurate | +20% hit chance at all ranges | |||
| Weapon Handling | Level 12 Agility 5 Strength < 7 |
1 | Effective +3 Strength for weapon minimum Strength checks | |
| Weapon Knockback | Knocks back the target (1 hex per 5 points of damage) | |||
| Weapon Long Range | Hit chance reduced for targets farther than 4* (Perception - 2) hexes (200% increase in effective range) | |||
| Weapon Penetrate | Target's Damage Threshold reduced by 80% (divided by 5). |
Regular Perks[edit]
| 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[edit]
| 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[edit]
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[edit]
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% | Adv. Power Armor MKII |
| Armor Charisma | Charisma increased by +2 | None |
Unused[edit]
Notes[edit]
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.
