v·d·e辐射2概述
角色
同伴
商人
组织
物品
弹药
护甲&衣物
消耗品
全息磁帶&筆記
技能书
武器
其他物品
地点
任务
生物
机器人&电脑
SPECIAL
主要属性
衍生属性
辅助能力
技能
特征
特殊遭遇
本页列出所有 perk 在 辐射2.
本页未详细描述内容。详情请参阅相关文章。
关于 perk 在其他 异尘余生 游戏, 请看 "Perk".
关于 辐射2 内容概述, 请参照 "Portal:Fallout 2."
目录
1 General information
2 List of perks
3 Regular perks
4 Special perks
5 Weapon perks
6 Armor perks
7 Cut or legacy perks
8 See also
General information[]
In Fallout 2, perks are selected every 3rd level (or 4th with the Skilled trait). There are 70 regular perks and 12 special perks. For perks with multiple ranks, the benefit listed should be interpreted as "per rank".
Chems can be taken (e.g., Mentats or Buffout) to increase desired SPECIAL stats temporarily; this allows gaining perks that normally would be unavailable. Perks taken under drug influence remain permanent, even when the stats fall under the requirements after the chems wear out.
List of perks[]
One quirk of Fallout 2 it inherited from its predecessor is the absence of balance in perks, although the lack of an arbitrary level limit has eliminated some of the systemic issues, increasing the number of viable perks. As in the previous games, Awareness (detailed combat information) alongside Bonus Rate of Fire/Bonus HtH Attacks (global reductions of AP costs for attacks) are universally useful, joined by Slayer and Sniper, which become available due to the increase in the amount of experience gained in a regular playthrough. The remainder of viable perks is virtually the same (Action Boy/Girl, Bonus Move, More Criticals/Better Criticals, Quick Pockets, Dodger, and Toughness), joined by Living Anatomy.
The remaining perks
Several of the newly added perks rely heavily on the player's build and min-maxing, such as the seven Gain Attribute perks, or Mutate!
The virtually unlimited amount of experience points and absence of an arbitrary level limit make perks focused on increasing the rate of experience gain (Swift Learner) slightly attractive, but also eliminate the need for skill point perks like Educated, Gambler, Harmless, Master Thief, Medic, Mr. Fixit, Negotiator, Salesman, Speaker, or Survivalist. Unlike later games, these perks do not unlock any additional dialogue options either. Here and Now is also made pointless by the absence of a clear benefit outside a bulk experience gain.
Design of stealth and theft is primitive. Failure to steal causes most, if not the entire map, to become permanently hostile, as does failing to sneak (Ghost, Silent Death, Silent Running, and Pickpocket).
Dialogues have systems that are poorly or even unimplemented. The reaction system is fundamentally broken, making it nearly impossible for a character to react negatively (rendering Cult of Personality, Empathy, and Presence useless), while Speech is far more important than Intelligence (Smooth Talker).
Lack of balance in combat marginalizes most combat perks. Bonus HtH Damage and Bonus Ranged Damage offer minimal bonuses, Demolition Expert and Pyromaniac affect marginal use weapons, Earlier Sequence is meaningless due to the way turn-based combat is implemented in the game, Rad Resistance and Snakeater increase resistance to marginal threats, Weapon Handling, Night Vision and Sharpshooter have a limited impact due to the underlying chance to hit calculation that prioritizes weapon skills, while Animal Friend does not affect genuine threats like deathclaws. Heave Ho! does not have any effect unless the player character's strength is less than 4 (and affects weapons of marginal usability). Quick Recovery and Stonewall affect a marginal issue in combat.
Despite the variety of world map encounters, perks related to it provide marginal benefits (Cautious Nature, Mysterious Stranger, Pathfinder, Scrounger, Survivalist), while special encounters rely principally on raw Luck, eliminating the need for Explorer, Ranger, Scout.
The remainder of perks is affected by general balance. Strong Back and Pack Rat are rendered meaningless by the infinite capacity of party members like Ian, while Fortune Finder and Master Trader have little impact due to the abundance of loot for trading. Traps are extremely rare, eliminating the need for Light Step, while the ready availability of Sexpert obviates the need for Kama Sutra Master, while the presence of stimpaks does the same for Faster Healing and Healer. Finally, Comprehension is rendered useless due to the fixed threshold at which skill books stop giving benefits.
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 an indepth 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
Scrounger
9
LK 8
1
Doubles amount of ammunition found in random encounters
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%
See article
Powered Armor
Strength is increased by +3 and Radiation Resistance by +30%
See article
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
Cut or legacy perks[]
Some Perks were either cut from the game or leftover as legacy content from Fallout and thus still can be found in the game files.
Animal Friend
Flower Child
Friendly Foe
Mental Block
See also[]
Fallout 2 traits
Fallout perks
Fallout 3 perks
Fallout: New Vegas perks
Fallout 4 perks
Fallout 76 perks
Fallout Tactics perks
Fallout: Brotherhood of Steel skills
v·d·ePerks in Fallout 2Level 3Awareness · Bonus HtH Damage · Cautious Nature · Comprehension · Earlier Sequence · Faster Healing · Healer · Here and Now · Kama Sutra Master · Night Vision · Presence · Quick Pockets · Scout · Smooth Talker · Stonewall · Strong Back · Survivalist · Swift Learner · Thief · ToughnessLevel 6Adrenaline Rush · Bonus Move · Bonus Ranged Damage · Educated · Empathy · Fortune Finder · Gambler · Ghost · Harmless · Heave Ho! · Magnetic Personality · More Criticals · Negotiator · Pack Rat · Pathfinder · Quick Recovery · Rad Resistance · Ranger · Salesman · Silent Running · SnakeaterLevel 9Better Criticals · Demolition Expert · Dodger · Explorer · Karma Beacon · Light Step · Master Trader · Mutate! · Mysterious Stranger · Pyromaniac · Scrounger · Sharpshooter · SpeakerLevel 12Action Boy/Action Girl · Cult of Personality · Gain · HtH Evade · Lifegiver · Living Anatomy · Master Thief · Medic · Mr. Fixit · Tag! · Weapon HandlingLevel 15Bonus HtH Attacks · Bonus Rate of Fire · PickpocketLevel 18Silent DeathLevel 24Slayer · SniperSpecial perksAlcohol Lowered Hit Points · Alcohol Lowered Hit Points II · Alcohol Raised Hit Points · Alcohol Raised Hit Points II · Autodoc Lowered Hit Points · Autodoc Lowered Hit Points II · Autodoc Raised Hit Points · Autodoc Raised Hit Points II · Expert Excrement Expeditor · Gecko Skinning · Vault City Inoculations · Vault City TrainingImplant perksDermal Impact Armor · Dermal Impact Assault Enhancement · Phoenix Armor Implants · Phoenix Assault EnhancementWeapon perksWeapon Accurate · Weapon Knockback · Weapon Long Range · Weapon Penetrate · Weapon Fast Reload · Weapon Flameboy · Weapon Night Sight · Weapon Scope RangeArmor perksArmor Advanced I · Armor Advanced II · Combat Armor · Powered Armor · Armor Charisma