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There are many, many critters that you will see in Fallout. They range from rats to super mutants to Deathclaws. This is an incomplete list, as there is quite a large number of creatures in the game.
Contents |
Rats are relatively easy creatures that you will see in the beginning of the game.
| Name | HP | xp | Weapon | Armor | Notes |
|---|---|---|---|---|---|
| Cave Rat | 6 | 25 | Teeth | Fur | Instant death (to the rat) with strong critical. |
| Pig Rat | 10 | 50 | teeth | skin | Instant death (to the rat) with strong critical. |
| Lesser Mole Rat | 22-26 | 65 | teeth | fur | Instant death (to the rat) with strong critical. |
| Greater Mole Rat | 26-30 | 120 | teeth | fur | Instant death (to the rat) with strong critical. |
Radscorpions are closely related to the North American Emperor Scorpion, and have been mutated by the war. The increased size makes them larger than humans, and the venom contained in their tails can be used to make an antidote.
| Name | HP | xp | Weapon | Armor | Notes |
|---|---|---|---|---|---|
| Radscorpion | 26 | 110 | tail | carapace | poison attack |
Range from varying (townsfolk) to medium (raiders, guards) to difficult (Brotherhood Guards) - note that they have no special. Experience earned is not dependent on the hit points and/or difficulty of the target.
| Name | HP | xp | Weapon | Armor | Notes |
|---|---|---|---|---|---|
| Townsfolk | 10 to 141 | varies (one guy carries a Super Sledge at the Boneyard) | varies from none to combat armor | ||
| Raiders | 12-35 | Pistols, SMG's, various melee weapons | Leather Armor | ||
| Junktown City Guards | 20-50 | Pistols, rifles, shotguns, various melee weapons | Leather Armor | ||
| Hub City Guards | 59 or 83 | Combat Shotguns, Assault Rifles, unarmed/melee weapons | Combat Armor or Metal Armor | ||
| Brotherhood Guards | 35-95 | Miniguns, gatling lasers, assault rifles, one has a rocket launcher | Power Armor/Brotherhood Armor | ||
| COC Techs COC Priests, BOS Scribes and Elders | 35-75 | varies, none to small energy weapons or pistols | COC robes (BOS Scribes have bluish or dark purple robes) |
This is the direct result of what happens when a normal human is injected with the forced evolutionary virus. Extremely big and strong, Super Mutants make a formidable opponent. They are typically seen with floaters and centaurs, two creatures that the FEV can also spawn. (At least I think so...)
Tim Cain stated that ghouls were victims of radiation poisoning, not victims of the FEV virus on an IGN post. It turned out that the ghouls were former inhabitants of Vault 12 (where Necropolis is at). Vault 12's doors never functioned, therefore Ghouls are victims of radiation poisoning.
NOTE: I have found evidence that supports both approaches to how ghouls were formed: Either speak with Talius at the Boneyards or see what happened to the inhabitants of Vault 12.
The FEV was designed at the place now known as the Glow with hopes of creating a super soldier. The virus makes the humans stronger, but lowers intelligence and in its current state, makes them sterile.
| Name | HP | xp | Weapon | Armor | Notes |
|---|---|---|---|---|---|
| Super Mutant | 40-140 | 250-500 | any big gun or large energy weapon (or unarmed) | green - very lightly armored
black - somewhat armored (miniguns/SMG's don't work that well against them) |
|
| Ghoul | 12-100 | same as humans, except they cannot use big guns or large energy weapons. | none | ||
| Glowing Ghouls | 36-60 | same as humans, but I've only seen unarmed so far | none | They can radiate you! If you use the geiger counter, you'll see about 5 to 10 rems. (Estimate here) | |
| Floaters | 50-75 | Some weird appendage that I have no knowledge of (it's reasonably powerful and can knock you over) | thick skin (like master) | I'm not sure, but they can poison you. | |
| Centaurs | 94-130 | Teeth, virtually the same knocking-over capabilities of its "floating" brethren | thick skin, but not as thick as Floater skin. | Same as floaters (I think) |
Note: You'll only see Centaurs and Floaters in random encounters or in the first level of the Cathedral.
Robots - in a post nuclear game. They are either found in the Glow or in the two mutant bases. Pulse grenades do the best job, but plasma grenades and energy weapons should also do the job.
| Name | HP | xp | Weapon | Armor | Notes |
|---|---|---|---|---|---|
| Sentry Robots (tan) | 40 | 175 | Unarmed | Steel | |
| Floating Eye Robots (red) | 60 | 275 | Unarmed | Steel | |
| Sentry Robots (black) / Robobrains | 80 | 300 | Rifles or Shotguns | Strong Steel | |
| Mr. Handy | 113 | 400 | Minigun | Strong Steel |
Creatures that wander around the wasteland, and don't fit under a particular classification.
| Name | HP | xp | Weapon | Armor | Notes |
|---|---|---|---|---|---|
| lesser deathclaw/ deathclaw spawn | I think 300 | can be found in the wasteland when traveling with a caravan from the hub, easier to kill than a normal deathclaw | |||
| Deathclaw | 225 | 1000 | Claws | Thick skin (don't be fooled - very strong) | Deathclaws are very strong and deadly creatures. Fighting one by itself isn't too hard with decent small guns skill, but fighting many is difficult. If you give Ian the .223 Pistol and Tycho the Sniper Rifle, then the two make an excellent Deathclaw-killing squadron. They (deathclaws) have an insane amount of action points, so watch out! |
| Mantis | 20 or 30 | Appendages | Exoskeleton | Mantis are only found in random encounters outside. | |
| Dogs | 14 | Teeth | Fur |