Fallout 2 perks

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Fallout 2 perks

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

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