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    Tritt unserem Discord bei und informiere dich auf unserem Twitter-Kanal über die aktuellsten Themen rund um Fallout!

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    Fallout 2: Übersichten
    Auf dieser Seite werden alle Extras aus Fallout 2 aufgeführt.
    • Der Inhalt wird auf dieser Seite nur kurz dargestellt. Weitere Einzelheiten sind in den jeweiligen Artikeln zu finden.
    • Für Extras in anderen Ablegern der Fallout-Reihe, siehe Extra.
    • Für eine Übersicht der Inhalte aus Fallout 2, siehe Portal:Fallout 2.
     

    Allgemeine Informationen

    In Fallout 2, perks are selected every 3rd level (or every 4th level if you have 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".

    You can take chems (e.g., Mentats or Buffout) to increase desired SPECIAL stats temporarily; This way you can get perks that wouldn't normally be available. Perks taken under drug influence remain permanent, even when your stats fall under the requirements after the chems wear out.

    Reguläre Extras

    Name Stufe ben Sonstige Anforderungen Ränge Vorteil
    Action Boy 12 BEW 5 2 Zusätzliche Aktionspunkte im Kampf
    Adrenaline Rush 6 ST < 10 1 +1 to Strength when your HP drops below 50%
    Bewusstsein 3 PE 5 1 Das Prüfen eines Ziels zeigt Lebenspunkte, Waffe und verbleibende Munition.
    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 be used only 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 you favorably, no matter your reputation and 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 your 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 converstaion
    Explorer 9 1 Higher chance of finding special places and people in random encounters
    Faster Healing 3 EN 3 3 +2 bonus to your 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
    Heiler 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 less than 9 1 +2 to Strength when determing range of a thrown weapon
    Here and Now 3 1 Immediately gain an extra level
    HtH Evade 12 Unbewaffnet 75% 1 +2 for each unused Action Point, plus 1/12 your 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 you
    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 your 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 Dietrich 50%, Steal 50% 1 +15% to skills: Dietrich and Steal
    Master Trader 9 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 Wissenschaft 40% or Repair 40% 1 +10% to skills: Reparieren und Wissenschaft
    Mutate! 9 1 Change one of your traits
    Mysterious Stranger 9 LK 4 1 Chance you will gain a temporary ally in random encounters
    Negotiator 6 Feilschen 50%, Sprache 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 addition 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 EN 6 1 +15% to Outdoorsman
    Salesman 6 Barter 50% 1 +15% 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%, Unbewaffnet 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, Unbewaffnet 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 Sprache 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, Dietrich, 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

    Spezial Extras

    Name Anforderungen/Kosten Ort(e) Vorteil
    Alcohol Lowered hit points 2 Glück, Consume 100 bottles of Alcohol-Z Vault City -2 HP
    Alcohol Lowered hit points II 1 Glück, Consume 100 bottles of Alcohol-Z Vault City -4 HP
    Alcohol Raised hit points 9 Glück, Consume 100 bottles of Alcohol-Z Vault City +2 HP
    Alcohol Raised hit points II 10 Glück, Consume 100 bottles of Alcohol-Z Vault City +4 HP
    Autodoc Raised Hit Points <4 IN, Ride the Autodoc Rodeo Vault City +2 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
    Experten Exkrement-Schleuder >4 Intelligenz Broken Hills +5% zur Fähigkeit Sprache
    Gecko häuten Smiley retten Gifthöhlen Die Fähigkeit, Geckos zu häuten, um die Haut zu verkaufen.
    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

    Siehe auch

    ru:Способности Fallout 2